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Augmented and Virtual Reality Market By Organization Size, By Application, By Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 254 Pages
  • September 2022
  • Region: Global
  • Allied Market Research
  • ID: 5521529
Augmented and virtual reality solutions are used to offer digital immersive user experience that can be used for entertainment and business applications among various industry verticals. Virtual reality is an extensive term for a multi-sensory computer-generated experience, which enables users to experience and interact with a simulated environment. On the contrary, augmented reality enhances the real world using digitally produced perceptual overlays. The global augmented and virtual reality market is anticipated to witness significant growth during the forecast period, owing to increase in penetration of smart devices and connected solutions.

Growth of the mobile gaming industry and increase in internet connectivity act as the key drivers of the global augmented and virtual reality market. In addition, increase in use of consumer electronic devices is expected to fuel the growth of the global market. However, lack of effective user experience design and slow adoption of augmented and virtual reality solutions among underdeveloped economies are the major factors that impede the market growth. Conversely, technological advancements and rise in application areas among various industry verticals are expected to provide lucrative opportunities for the market growth.

The global augmented and virtual reality market is segmented based on organization size, application, industry vertical, and region. On the basis of organization size, the market is fragmented into large enterprises and small & medium sized enterprises. In terms of application, the market is bifurcated into consumer and enterprise. Depending on industry vertical, it is segregated into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The global augmented and virtual reality market is dominated by key players such as Google Inc., Sony, Magic Leap, Inc., HTC Corporation, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the augmented and virtual reality market analysis from 2021 to 2031 to identify the prevailing augmented and virtual reality market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the augmented and virtual reality market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global augmented and virtual reality market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Organization Size

  • Large Enterprises
  • SMEs

By Application

  • Consumer
  • Enterprise

By Industry Vertical

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

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • Netherlands
  • Rest Of Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Australia
  • India
  • Rest Of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • Alphabet
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • OSTERHOUT DESIGN GROUP
  • Samsung Electronics Co., Ltd
  • SONY CORPORATION
  • Wikitude GmbH

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENTS
1.3.1. Key market players
1.4. RESEARCH METHODOLOGY
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO PERSPECTIVE
CHAPTER 3: MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. PORTER’S FIVE FORCES ANALYSIS
3.4. MARKET DYNAMICS
3.4.1. Drivers
3.4.1.1. Expansion in gamer community
3.4.1.2. Increase in smartphone penetration
3.4.1.3. Cost-efficient benefits of augmented and virtual reality-based solutions
3.4.2. Restraints
3.4.2.1. Resistance to adopt the augmented and virtual reality technology in underdeveloped areas
3.4.2.2. Lack of good user experience design
3.4.3. Opportunities
3.4.3.1. Advancement of technology
3.4.3.2. Rising adoption of AR VR by enterprises
3.5. COVID-19 IMPACT ANALYSIS
3.5.1. Impact on market size
3.5.2. Consumer trends, preferences, and budget impact
3.5.3. Economic impact
3.5.4. Regulatory framework
3.5.5. Key player strategies to tackle negative impact
3.5.6. Opportunity window
CHAPTER 4: GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE
4.1. OVERVIEW
4.2. LARGE ENTERPRISES
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. SMALL AND MEDIUM SIZED ENTERPRISES
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country
CHAPTER 5: GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
5.1. OVERVIEW
5.2. CONSUMER
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.3. ENTERPRISE
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
CHAPTER 6: GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL
6.1. OVERVIEW
6.2. GAMING
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country
6.3. ENTERTAINMENT & MEDIA
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country
6.4. AEROSPACE & DEFENSE
6.4.1. Key market trends, growth factors, and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market analysis, by country
6.5. HEALTHCARE
6.5.1. Key market trends, growth factors, and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market analysis, by country
6.6. EDUCATION
6.6.1. Key market trends, growth factors, and opportunities
6.6.2. Market size and forecast, by region
6.6.3. Market analysis, by country
6.7. MANUFACTURING
6.7.1. Key market trends, growth factors, and opportunities
6.7.2. Market size and forecast, by region
6.7.3. Market analysis, by country
6.8. RETAIL
6.8.1. Key market trends, growth factors, and opportunities
6.8.2. Market size and forecast, by region
6.8.3. Market analysis, by country
6.9. OTHERS
6.9.1. Key market trends, growth factors, and opportunities
6.9.2. Market size and forecast, by region
6.9.3. Market analysis, by country
CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
7.1. OVERVIEW
7.2. NORTH AMERICA
7.2.1. Key market trends, growth factors, and opportunities
7.2.2. Market size and forecast, by organization size
7.2.3. Market size and forecast, by application
7.2.4. Market size and forecast, by industry vertical
7.2.5. Market analysis by country
7.2.5.1. U.S.
7.2.5.1.1. Market size and forecast, by organization size
7.2.5.1.2. Market size and forecast, by application
7.2.5.1.3. Market size and forecast, by industry vertical
7.2.5.2. Canada
7.2.5.2.1. Market size and forecast, by organization size
7.2.5.2.2. Market size and forecast, by application
7.2.5.2.3. Market size and forecast, by industry vertical
7.3. EUROPE
7.3.1. Key market trends, growth factors, and opportunities
7.3.2. Market size and forecast, by organization size
7.3.3. Market size and forecast, by application
7.3.4. Market size and forecast, by industry vertical
7.3.5. Market analysis by country
7.3.5.1. UK
7.3.5.1.1. Market size and forecast, by organization size
7.3.5.1.2. Market size and forecast, by application
7.3.5.1.3. Market size and forecast, by industry vertical
7.3.5.2. France
7.3.5.2.1. Market size and forecast, by organization size
7.3.5.2.2. Market size and forecast, by application
7.3.5.2.3. Market size and forecast, by industry vertical
7.3.5.3. Germany
7.3.5.3.1. Market size and forecast, by organization size
7.3.5.3.2. Market size and forecast, by application
7.3.5.3.3. Market size and forecast, by industry vertical
7.3.5.4. Russia
7.3.5.4.1. Market size and forecast, by organization size
7.3.5.4.2. Market size and forecast, by application
7.3.5.4.3. Market size and forecast, by industry vertical
7.3.5.5. Rest of Europe
7.3.5.5.1. Market size and forecast, by organization size
7.3.5.5.2. Market size and forecast, by application
7.3.5.5.3. Market size and forecast, by industry vertical
7.4. ASIA-PACIFIC
7.4.1. Key market trends, growth factors, and opportunities
7.4.2. Market size and forecast, by organization size
7.4.3. Market size and forecast, by application
7.4.4. Market size and forecast, by industry vertical
7.4.5. Market analysis by country
7.4.5.1. China
7.4.5.1.1. Market size and forecast, by organization size
7.4.5.1.2. Market size and forecast, by application
7.4.5.1.3. Market size and forecast, by industry vertical
7.4.5.2. India
7.4.5.2.1. Market size and forecast, by organization size
7.4.5.2.2. Market size and forecast, by application
7.4.5.2.3. Market size and forecast, by industry vertical
7.4.5.3. Japan
7.4.5.3.1. Market size and forecast, by organization size
7.4.5.3.2. Market size and forecast, by application
7.4.5.3.3. Market size and forecast, by industry vertical
7.4.5.4. South Korea
7.4.5.4.1. Market size and forecast, by organization size
7.4.5.4.2. Market size and forecast, by application
7.4.5.4.3. Market size and forecast, by industry vertical
7.4.5.5. Rest of Asia-Pacific
7.4.5.5.1. Market size and forecast, by organization size
7.4.5.5.2. Market size and forecast, by application
7.4.5.5.3. Market size and forecast, by industry vertical
7.5. LAMEA
7.5.1. Key market trends, growth factors, and opportunities
7.5.2. Market size and forecast, by organization size
7.5.3. Market size and forecast, by application
7.5.4. Market size and forecast, by industry vertical
7.5.5. Market analysis by country
7.5.5.1. Latin America
7.5.5.1.1. Market size and forecast, by organization size
7.5.5.1.2. Market size and forecast, by application
7.5.5.1.3. Market size and forecast, by industry vertical
7.5.5.2. Middle East
7.5.5.2.1. Market size and forecast, by organization size
7.5.5.2.2. Market size and forecast, by application
7.5.5.2.3. Market size and forecast, by industry vertical
7.5.5.3. Africa
7.5.5.3.1. Market size and forecast, by organization size
7.5.5.3.2. Market size and forecast, by application
7.5.5.3.3. Market size and forecast, by industry vertical
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. INTRODUCTION
8.1.1. Market player positioning, 2020
8.2. TOP WINNING STRATEGIES
8.3. COMPETITIVE DASHBOARD
8.4. COMPETITIVE HEATMAP
CHAPTER 9: COMPANY PROFILES
9.1. ALPHABET (GOOGLE INC.)
9.1.1. Company overview
9.1.2. Key executive
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. R&D expenditure
9.1.7. Business performance
9.1.8. Key strategic moves and developments
9.2. DAQRI
9.2.1. Company overview
9.2.2. Key executive
9.2.3. Company snapshot
9.2.4. Product portfolio
9.2.5. Key strategic moves and developments
9.3. FACEBOOK INC.,
9.3.1. Company overview
9.3.2. Key executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. R&D expenditure
9.3.7. Business performance
9.3.8. Key strategic moves and developments
9.4. HTC CORPORATION?
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. R&D expenditure
9.4.7. Business performance
9.4.8. Key strategic moves and developments
9.5. MAGIC LEAP, INC.
9.5.1. Company overview
9.5.2. Key executive
9.5.3. Company snapshot
9.5.4. Product portfolio
9.5.5. Key strategic moves and developments
9.6. MICROSOFT CORPORATION
9.6.1. Company overview
9.6.2. Key executive
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. R&D expenditure
9.6.7. Business performance
9.6.8. Key strategic moves and developments
9.7. OSTERHOUT DESIGN GROUP
9.7.1. Company overview
9.7.2. Key executive
9.7.3. Company snapshot
9.7.4. Product portfolio
9.7.5. Key strategic moves and developments
9.8. SONY CORPORATION
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.8.6. R&D expenditure
9.8.7. Business performance
9.8.8. Key strategic moves and developments
9.9. SAMSUNG ELECTRONICS CO. LTD.
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. WIKITUDE GMBH
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. R&D expenditure
9.10.7. Business performance
9.10.8. Key strategic moves and developments
List of Tables
TABLE 01. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 02. AUGMENTED AND VIRTUAL REALITY MARKET FOR LARGE ENTERPRISES, BY REGION, 2020-2030 ($BILLION)
TABLE 03. AUGMENTED AND VIRTUAL REALITY MARKET FOR SMALL AND MEDIUM SIZED ENTERPRISES, BY REGION, 2020-2030 ($BILLION)
TABLE 04. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 05. AUGMENTED AND VIRTUAL REALITY MARKET FOR CONSUMER, BY REGION, 2020-2030 ($BILLION)
TABLE 06. AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERPRISE, BY REGION, 2020-2030 ($BILLION)
TABLE 07. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 08. AUGMENTED AND VIRTUAL REALITY MARKET FOR GAMING, BY REGION, 2020-2030 ($BILLION)
TABLE 09. AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERTAINMENT & MEDIA, BY REGION, 2020-2030 ($BILLION)
TABLE 10. AUGMENTED AND VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE, BY REGION, 2020-2030 ($BILLION)
TABLE 11. AUGMENTED AND VIRTUAL REALITY MARKET FOR HEALTHCARE, BY REGION, 2020-2030 ($BILLION)
TABLE 12. AUGMENTED AND VIRTUAL REALITY MARKET FOR EDUCATION, BY REGION, 2020-2030 ($BILLION)
TABLE 13. AUGMENTED AND VIRTUAL REALITY MARKET FOR MANUFACTURING, BY REGION, 2020-2030 ($BILLION)
TABLE 14. AUGMENTED AND VIRTUAL REALITY MARKET FOR RETAIL, BY REGION, 2020-2030 ($BILLION)
TABLE 15. AUGMENTED AND VIRTUAL REALITY MARKET FOR OTHERS, BY REGION, 2020-2030 ($BILLION)
TABLE 16. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2020-2030 ($BILLION)
TABLE 17. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 18. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 19. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 20. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 21. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 22. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 23. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 24. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 25. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 26. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 27. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 28. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 29. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 30. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 31. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 32. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 33. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 34. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 35. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 36. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 37. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 38. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 39. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 40. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 41. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 42. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 43. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 44. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 45. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 46. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 47. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 48. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 49. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 50. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 51. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 52. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 53. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 54. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 55. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 56. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 57. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 58. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 59. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 60. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 61. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 62. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 63. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 64. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 65. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 66. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 67. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 68. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2030 ($BILLION)
TABLE 69. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 70. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 71. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 72. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 73. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 74. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 75. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030 ($BILLION)
TABLE 76. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030 ($BILLION)
TABLE 77. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030 ($BILLION)
TABLE 78. ALPHABET (GOOGLE INC.): KEY EXECUTIVE
TABLE 79. ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT
TABLE 80. ALPHABET (GOOGLE INC.): PRODUCT CATEGORY
TABLE 81. ALPHABET (GOOGLE INC.): PRODUCT PORTFOLIO
TABLE 82. DAQRI: KEY EXECUTIVE
TABLE 83. DAQRI: COMPANY SNAPSHOT
TABLE 84. DAQRI: PRODUCT PORTFOLIO
TABLE 85. DAQRI: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 86. FACEBOOK: KEY EXECUTIVES
TABLE 87. FACEBOOK: COMPANY SNAPSHOT
TABLE 88. FACEBOOK: OPERATING SEGMENTS
TABLE 89. FACEBOOK: PRODUCT PORTFOLIO
TABLE 90. FACEBOOK: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 91. HTC CORPORATION?: KEY EXECUTIVES
TABLE 92. HTC CORPORATION?: COMPANY SNAPSHOT
TABLE 93. HTC CORPORATION?: OPERATING SEGMENTS
TABLE 94. HTC CORPORATION?: PRODUCT PORTFOLIO
TABLE 95. HTC CORPORATIONS?: KEY STRATEGIC MOVES AND DEVELOPMENT
TABLE 96. MAGIC LEAP, INC.: KEY EXECUTIVE
TABLE 97. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 98. MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 99. MAGIC LEAP, INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100. MICROSOFT CORPORATION: KEY EXECUTIVE
TABLE 101. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 102. MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 103. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 104. OSTERHOUT DESIGN GROUP: KEY EXECUTIVE
TABLE 105. OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
TABLE 106. OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 107. OSTERHOUT DESIGN GROUP: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 108. SONY CORPORATION: KEY EXECUTIVES
TABLE 109. SONY CORPORATION: COMPANY SNAPSHOT
TABLE 110. SONY CORPORATION: OPERATING SEGMENTS
TABLE 111. SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 112. SONY CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 113. SAMSUNG ELECTRONICS CO. LTD.: KEY EXECUTIVES
TABLE 114. SAMSUNG ELECTRONICS CO. LTD.: COMPANY SNAPSHOT
TABLE 115. SAMSUNG ELECTRONICS CO. LTD.: OPERATING SEGMENTS
TABLE 116. SAMSUNG ELECTRONICS CO. LTD.: PRODUCT PORTFOLIO
TABLE 117. SAMSUNG ELECTRONICS CO. LTD.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 118. WIKITUDE GMBH: KEY EXECUTIVES
TABLE 119. WIKITUDE GMBH: COMPANY SNAPSHOT
TABLE 120. QUALCOMM TECHNOLOGIES, INC.: PRODUCT CATEGORY
TABLE 121. WIKITUDE GMBH: PRODUCT PORTFOLIO
TABLE 122. WIKITUDE GMBH: KEY STRATEGIC MOVES AND DEVELOPMENTS
List of Figures
FIGURE 01. KEY MARKET SEGMENTS
FIGURE 02. AUGMENTED AND VIRTUAL REALITY MARKET SNAPSHOT, BY SEGMENTATION
FIGURE 03. AUGMENTED AND VIRTUAL REALITY MARKET SNAPSHOT, BY REGION
FIGURE 04. TOP IMPACTING FACTORS
FIGURE 05. HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06. MODERATE TO HIGH BARGAINING POWER OF BUYERS
FIGURE 07. MODERATE-TO-HIGH THREAT OF SUBSTITUTES
FIGURE 08. HIGH THREAT OF NEW ENTRANTS
FIGURE 09. HIGH INTENSITY OF RIVALRY
FIGURE 10. MARKET DYNAMICS: AUGMENTED AND VIRTUAL REALITY MARKET
FIGURE 11. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2020-2030
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR LARGE ENTERPRISES, BY COUNTRY, 2020 & 2030(%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR SMALL AND MEDIUM SIZED ENTERPRISES, BY COUNTRY, 2020 & 2030(%)
FIGURE 14. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2030
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR CONSUMER, BY COUNTRY, 2020 & 2030(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERPRISE, BY COUNTRY, 2020 & 2030(%)
FIGURE 17. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2020-2030
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR GAMING, BY COUNTRY, 2020 & 2030(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERTAINMENT & MEDIA, BY COUNTRY, 2020 & 2030(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE, BY COUNTRY, 2020 & 2030(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR HEALTHCARE, BY COUNTRY, 2020 & 2030(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR EDUCATION, BY COUNTRY, 2020 & 2030(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR MANUFACTURING, BY COUNTRY, 2020 & 2030(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR RETAIL, BY COUNTRY, 2020 & 2030(%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF AUGMENTED AND VIRTUAL REALITY MARKET FOR OTHERS, BY COUNTRY, 2020 & 2030(%)
FIGURE 26. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 27. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 28. UK AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 29. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 30. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 31. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 32. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 33. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 34. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 35. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 36. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 37. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 38. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 39. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 40. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, 2020-2030 ($BILLION)
FIGURE 41. MARKET PLAYER POSITIONING, 2020
FIGURE 42. TOP WINNING STRATEGIES, BY YEAR, 2017-2021*
FIGURE 43. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2017-2021*
FIGURE 44. TOP WINNING STRATEGIES, BY COMPANY, 2017-2021*
FIGURE 45. COMPETITIVE DASHBOARD
FIGURE 46. COMPETITIVE DASHBOARD
FIGURE 47. COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 48. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 49. ALPHABET (GOOGLE INC.): REVENUE, 2018-2020 ($MILLION)
FIGURE 50. ALPHABET (GOOGLE INC.): REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 51. ALPHABET (GOOGLE INC.): REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 52. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 53. FACEBOOK: REVENUE, 2018-2020 ($MILLION)
FIGURE 54. DAQRI: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 55. FACEBOOK: REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 56. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 57. HTC CORPORATION ?: REVENUE, 2018-2020 ($MILLION)
FIGURE 58. HTC CORPORATION?: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 59. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 60. MICROSOFT CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 61. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 62. MICROSOFT CORPORATION: REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 63. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 64. SONY CORPORATION: REVENUE, 2018-2020 ($MILLION)
FIGURE 65. SONY CORPORATION: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 66. SONY CORPORATION: REVENUE SHARE BY GEOGRAPHY, 2020 (%)
FIGURE 67. R&D EXPENDITURE, 2017-2019 ($MILLION)
FIGURE 68. SAMSUNG ELECTRONICS CO. LTD.: NET SALES, 2017-2019 ($MILLION)
FIGURE 69. SAMSUNG ELECTRONICS CO. LTD.: REVENUE SHARE BY SEGMENT, 2019 (%)
FIGURE 70. SAMSUNG ELECTRONICS CO. LTD.: REVENUE SHARE BY REGION, 2019 (%)
FIGURE 71. R&D EXPENDITURE, 2018-2020 ($MILLION)
FIGURE 72. QUALCOMM TECHNOLOGIES, INC.: REVENUE, 2018-2020 ($MILLION)
FIGURE 73. QUALCOMM TECHNOLOGIES, INC.: REVENUE SHARE BY SEGMENT, 2020 (%)
FIGURE 74. QUALCOMM TECHNOLOGIES, INC.: REVENUE SHARE BY REGION, 2020 (%)

Executive Summary

According to the report, “Augmented and Virtual Reality Market," the augmented and virtual reality market size was valued at $27.6 billion in 2021, and is estimated to reach $856.2 billion by 2031, growing at a CAGR of 41.1% from 2022 to 2031.

The unprecedented demand for better hardware and software technologies is a crucial factor for development of the market. The use of AR and VR technology is not restricted to a particular age group, and the heterogeneity of demand has given an impetus to market growth. A large number of people are inclined toward buying latest electronic gadgets. Further, increased affordability of the masses has created a farrago of opportunities within the augmented and virtual reality market, which is expected to be beneficial for the market growth in the upcoming year.

By organization size, the large enterprises segment exhibited the highest growth in the AR and VR market in 2021, and is expected to maintain its dominance in the upcoming years. This is due to rising applications of augmented and virtual reality in automotive, manufacturing, construction, extractive industry, aircraft, healthcare, education, law enforcement, and real estate industries. However, the SMEs segment is expected to witness the highest growth, due to AR and VR Technologybenefits such as reduced field staff training costs, faster repairs, and greater customer satisfaction.

Depending on industry vertical, the gaming sector dominated the Augmented and Virtual Reality Market Share in 2021 and is expected to continue this trend during the forecast period. This is attributed to continuous advancements in technology; increased penetration of mobile devices & gaming consoles; and significant expansion in the gamer community is projected to drive the market growth during the forecast period. However, retail sector is expected to witness the highest growth in the upcoming year. Growth in customer demand for personalization and convenience has been constantly motivating the retailers to implement AR and VR in-store, through its apps and within their products. The adoption of augmented reality (AR) technology, allows users to view the actual environment superimposed with digital data that has potential to transform the retail industry. Such benefits provide lucrative growth opportunities for the market in the upcoming year.

The augmented and virtual reality market was valued at $27,569.23 million in 2021, and is projected to reach $856,166.61 million by 2031, registering a CAGR of 41.1%. The current estimation of 2030 is projected to be higher than pre-COVID-19 estimates. The pandemic has caused recessionary economy that has forced various enterprises across the globe to dramatically and rapidly shift their operations. The industries around the globe are being severely affected by the COVID-19 induced recession; however, impact on the technology sector during the crisis was comparatively lesser than the rest of the economy.

During the pandemic, most of the organizations has reduced their spending on IT. Hence, the large enterprises market has observed slowdown, with numerous planned projects and investments being delayed or postponed. However, despite the financial impacts of the pandemic around the global economy, still various organizations are adopting augmented and virtual reality during COVID-19 to enhance its operations.

On the contrary, during COVID-19 outbreak it potentially increased market demand from healthcare and law enforcement for operate work smoothly and efficiently. Technology plays a key role in helping address the near term challenges the virus has created. Further, the AR modelled 3D visualization helps medical teaching staff to provide an immersive learning experience to the students/budding surgeons. Augmented reality facilitates surgeons to visualize joints, muscles, and internal organs without making incisions into the patient’s body and make further decision about incisions post diagnosing the body through augmented reality technologies. This leads to increase in the accuracy of diagnosis as well as surgeries.

Key Findings of the Study

  • By organization size, the large enterprises dominated the augmented and virtual reality market analysis in 2021. However, the SMEs is expected to exhibit significant growth during the forecast period.
  • On the basis of application, the consumer segment dominated the Augmented and virtual reality market forecast in 2021; However, the enterprise segment is expected to witness the highest growth rate during the forecast period.
  • Depending on industry vertical, the gaming industry generated the highest revenue in 2021. However, the retail industry is expected to witness the highest growth rate in the near future.
  • Region-wise, the AR and VR market was dominated by North America in 2021. However, Asia-Pacific is expected to witness significant growth in the coming years.
  • This report gives an in-depth profile of some key market players in the augmented and virtual reality industry, include Alphabet Inc. (Google Inc.), DAQRI, Facebook, HTC Corporation, Magic Leap, Microsoft Corporation, Osterhout Design Group, Samsung Electronics, Sony Corporation and Wikitude GmbH. This study includes augmented and virtual reality industry trends, market analysis, and future estimations to determine the imminent investment pockets.

Companies Mentioned

  • Alphabet
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • OSTERHOUT DESIGN GROUP
  • Samsung Electronics Co., Ltd
  • SONY CORPORATION
  • Wikitude GmbH

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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