Virtual and augmented reality Market Size, Share, Analysis Report

Virtual and augmented reality Market By Component Analysis (Software, Service, Hardware); By End User Analysis (Healthcare, Retail, Education, Construction, Gaming, Media and Entertainment, Defense and Aerospace, Automotive) and By Regional Analysis – Global Forecast by

The Global virtual and augmented reality Market is expected to exceed more than US$ 117 billion by 2027.

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MARKET SNAPSHOT

Major Players

Study period:

2022-2027

Base Year:

2021

CAGR:

6

Fastest Growing Market:

APAC

Largest Market:

North America

REPORT DESCRIPTION

Virtual and augmented reality is a collection of hardware, provider and software additives allowing quit-customers to visualize and revel in digital surroundings in real-time. The demand for virtual reality (vr) and augmented reality (ar) is anticipated to increase inside the coming years. Growing demand for ar and vr service, cheap hardware fee, and increase in end-use utility. The growing demand for vr and ar in healthcare, schooling, gaming and media and entertainment within the north american, asia pacific and eu areas is predicted to growth the adoption of vr and ar in these markets.

How Big is the Global virtual and augmented reality Market?

The Global virtual and augmented reality Market is expected to exceed more than US$ 117 billion by 2027.

The major driving factors of Global virtual and augmented reality Market are as follows:

  • Increasing Demand for AR-Based Software Applications and Hardware Devices for 3D Visualization in Medical Sectors
  • Increase in the Demand for AR From E-Commerce and Retail Sectors
  • Growing Interest of Large Tech Companies in Augmented Reality

The restraining factors of Global virtual and augmented reality Market are as follows:

  • Development of AR Technology Dependent on Innovations in Computing and Digital Network Systems
  • Limited Processing Power, Less Storage, and Restricted Size of Storage Devices
  • Limited User Interface Affecting the Navigation Performance of Augmented Reality Applications

The Global virtual and augmented reality Market is geographic segmentation covers various regions such as North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Each geography market is further segmented to provide market revenue for select countries such as the U.S., Canada, U.K. Germany, China, Japan, India, Brazil, and GCC countries.

This report provides:

1) An overview of the global market for virtual and augmented reality and related technologies.

2) Analyses of global market trends, with data from 2019, estimates for 2020 and 2021, and projections of compound annual growth rates (CAGRs) through 2027.

3) Identifications of new market opportunities and targeted promotional plans for Global virtual and augmented reality Market.

4) Discussion of research and development, and the demand for new products and new applications.

5) Comprehensive company profiles of major players in the industry.

REPORT SCOPE:

The scope of the report includes a detailed study of global and regional markets for Global virtual and augmented reality Market with the reasons given for variations in the growth of the industry in certain regions.
 
The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Key players profiled in the report include
virtual and augmented reality Company profile includes assign such as company summary, financial summary, business strategy and planning, SWOT analysis and current developments.
 
The Top Companies Report is intended to provide our buyers with a snapshot of the industry’s most influential players.

The Global virtual and augmented reality Market has been segmented as below:

By Component Analysis

  • Software
  • Service
  • Hardware
    • Head Mounted Display
    • Glasses
    • Head Up Display
    • Console
    • Sensor/Input
    • Other (Camera and Projector)

By End User Analysis

  • Healthcare
  • Retail
  • Education
  • Construction
  • Gaming
  • Media and Entertainment
  • Defense and Aerospace
  • Automotive
  • Others (Manufacturing and Energy)

Reasons to Buy this Report:
 
1) Obtain the most up to date information available on all Global virtual and augmented reality Market.
2) Identify growth segments and opportunities in the industry.
3) Facilitate decision making on the basis of strong historic and forecast of Global virtual and augmented reality Market data.
4) Assess your competitor’s refining portfolio and its evolution.

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1 INTRODUCTION    

    1.1    Key Take Aways    
    1.2    Report Description    
    1.3    Markets Covered    
    1.4    Stakeholders    
    1.5    Research Methodology    
        1.5.1    Market Size    
        1.5.2    Market Share    
        1.5.3    Key Data Points From Secondary Sources    
        1.5.4    Key Data Points From Primary Sources

2 Assumptions and Research Methodology

3 Executive Summary: Global Virtual and Augmented Reality Market

4 Market Overview

4.1 Introduction
      4.1.1 Definition
      4.1.2 Industry Evolution / Developments
4.2 Virtual and Augmented Reality Market Overview
4.3 Key Market Indicators
      4.3.1 Impact Analysis: Virtual and Augmented Reality Market on Smartphone, Tablet, PC and TV Adoption
      4.3.2 Market – Global Supply Demand Scenario
4.4 Market Dynamics
      4.4.1 Drivers
      4.4.2 Restraint
      4.4.3 Opportunity
4.5 Global Virtual and Augmented Reality Market Analysis and Forecasts, 2014 – 2024
      4.5.1 Market Volume Projections (Hardware), By Virtual and Augmented Reality, 2014 – 2024 (Million Units)
      4.5.2 Pricing – Actuals and Projections, By Virtual and Augmented Reality, 2014 – 2024 (US$ per Unit)
      4.5.3 Market Revenue Projections (US$ Mn))
4.6 Porter’s Five Force Analysis
4.7 Value Chain Analysis
4.8 Market Outlook

5 Global Virtual and Augmented Reality Market Analysis and Forecasts, By Component

5.1 Introduction & Definition
5.2 Key Findings / Developments
5.3 Key Trends
5.4 Market Size (US$ Mn) Forecast, By Component
      5.4.1 Hardware Market, 2014 – 2024 (US$ Mn and Mn Units)
      5.4.2 Head Mounted Display Market, 2014 – 2024 (US$ Mn and Mn Units)
      5.4.3 Head Up Display Market, 2014 – 2024 (US$ Mn)
      5.4.4 Glasses Market, 2014 – 2024 (US$ Mn and Mn Units)
      5.4.5 Console Market, 2014 – 2024 (US$ Mn and Mn Units)
      5.4.6 Sensor/Input Market, 2014 – 2024 (US$ Mn)
      5.4.7 Other (Camera and Scanner) Market, 2014 – 2024 (US$)
      5.4.8 Software Market, 2014 – 2024 (US$ Mn)
      5.4.9 Service Market, 2014 – 2024 (US$ Mn)
5.5 Comparison Matrix
5.6 Market Attractiveness By Component

6 Global Virtual and Augmented Reality Market Analysis and Forecasts, By End-use Application

6.1 Introduction & Definition
6.2 Key Findings / Developments
6.3 Key Trends
6.4 Market Size (US$ Mn) Forecast, By Application
      6.4.1 Healthcare Market, 2014 – 2024 (US$ Mn)
      6.4.2 Education Market, 2014 – 2024 (US$ Mn)
      6.4.3 Retail Market, 2014 – 2024 (US$ Mn)
      6.4.4 Gaming Market, 2014 – 2024 (US$ Mn)
      6.4.5 Construction Market, 2014 – 2024 (US$ Mn)
      6.4.6 Media and Entertainment Market, 2014 – 2024 (US$ Mn)
      6.4.7 Automotive Market, 2014 – 2024 (US$ Mn)
      6.4.8 Defense and Aerospace Market, 2014 – 2024 (US$ Mn)
      6.4.9 Other (Manufacturing and Energy) Market, 2014 – 2024 (US$ Mn)
6.5 Comparison Matrix
6.6 Market Attractiveness By End-use Application

7 Global Virtual and Augmented Reality Market Analysis and Forecasts, By Region

7.1 Key Findings
7.2 Policies and Regulations
7.3 Market Size (US$ Mn) Forecast, By Region
      7.3.1 North America, 2014 – 2024 (US$ Mn)
      7.3.2 Europe, 2014 – 2024 (US$ Mn)
      7.3.3 Asia Pacific, 2014 – 2024 (US$ Mn)
      7.3.4 Middle East and Africa (MEA), 2014 – 2024 (US$ Mn)
      7.3.5 South America, 2014 – 2024 (US$ Mn)
7.4 Market Attractiveness By Region

8 North America Virtual and Augmented Reality Market Analysis and Forecast

8.1 Key Findings
8.2 Policies and Regulations
8.3 Key Trends
8.4 Market Size (US$ Mn) Forecast, By Component
8.5 Market Size (US$ Mn) Forecast, By End-use Application
8.6 Market Attractiveness Analysis
      8.6.1 By Country
      8.6.2 By Component
      8.6.3 By End-use Application
8.7 The U.S. Virtual and Augmented Reality Market Analysis and Forecast
      8.7.1 Key Findings
      8.7.2 Key Trends
      8.7.3 Market Size (US$ Mn) Forecast, By Component
      8.7.4 Market Size (US$ Mn) Forecast, By End-use Application
8.8 Canada Virtual and Augmented Reality Market Analysis and Forecast
      8.8.1 Key Findings
      8.8.2 Key Trends
      8.8.3 Market Size (US$ Mn) Forecast, By Component
      8.8.4 Market Size (US$ Mn) Forecast, By End-use Application

9 Europe Virtual and Augmented Reality Market Analysis and Forecast

9.1 Key Findings
9.2 Policies and Regulations
9.3 Key Trends
9.4 Market Size (US$ Mn) Forecast, By Component
9.5 Market Size (US$ Mn) Forecast, By End-use Application
9.6 Market Attractiveness Analysis
      9.6.1 By Country
      9.6.2 By Component
      9.6.3 By End-use Application
9.7 The U.K. Virtual and Augmented Reality Market Analysis and Forecast
      9.7.1 Key Findings
      9.7.2 Key Trends
      9.7.3 Market Size (US$ Mn) Forecast, By Component
      9.7.4 Market Size (US$ Mn) Forecast, By End-use Application
9.8 Germany Virtual and Augmented Reality Market Analysis and Forecast
      9.8.1 Key Findings
      9.8.2 Key Trends
      9.8.3 Market Size (US$ Mn) Forecast, By Component
      9.8.4 Market Size (US$ Mn) Forecast, By End-use Application

10 Asia Pacific Virtual and Augmented Reality Market Analysis and Forecast

10.1 Key Findings
10.2 Policies and Regulations
10.3 Key Trends
10.4 Market Size (US$ Mn) Forecast, By Component
10.5 Market Size (US$ Mn) Forecast, By End-use Application
10.6 Market Attractiveness Analysis
      10.6.1 By Country
      10.6.2 By Component
      10.6.3 By End-use Application
10.7 China Virtual and Augmented Reality Market Analysis and Forecast
      10.7.1 Key Findings
      10.7.2 Key Trends
      10.7.3 Market Size (US$ Mn) Forecast, By Component
      10.7.4 Market Size (US$ Mn) Forecast, By End-use Application
10.8 India Virtual and Augmented Reality Market Analysis and Forecast
      10.8.1 Key Findings
      10.8.2 Key Trends
      10.8.3 Market Size (US$ Mn) Forecast, By Component
      10.8.4 Market Size (US$ Mn) Forecast, By End-use Application

11 Middle East and Africa (MEA) Virtual and Augmented Reality Market Analysis and Forecast

11.1 Key Findings
11.2 Policies and Regulations
11.3 Key Trends
11.4 Market Size (US$ Mn) Forecast, By Component
11.5 Market Size (US$ Mn) Forecast, By End-use Application
11.6 Market Attractiveness Analysis
      11.6.1 By Country
      11.6.2 By Component
      11.6.3 By End-use Application
11.7 South Africa Virtual and Augmented Reality Market Analysis and Forecast
      11.7.1 Key Findings
      11.7.2 Key Trends
      11.7.3 Market Size (US$ Mn) Forecast, By Component
      11.7.4 Market Size (US$ Mn) Forecast, By End-use Application
11.8 GCC Virtual and Augmented Reality Market Analysis and Forecast
      11.8.1 Key Findings      
      11.8.2 Key Trends
      11.8.3 Market Size (US$ Mn) Forecast, By Component
      11.8.4 Market Size (US$ Mn) Forecast, By End-use Application

12 South America Virtual and Augmented Reality Market Analysis and Forecast

12.1 Key Findings
12.2 Policies and Regulations
12.3 Key Trends
12.4 Market Size (US$ Mn) Forecast, By Component
12.5 Market Size (US$ Mn) Forecast, By End-use Application
12.6 Market Attractiveness Analysis
      12.6.1 By Country
      12.6.2 By Component
      12.6.3 By End-use Application
12.7 Brazil Virtual and Augmented Reality Market Analysis and Forecast
      12.7.1 Key Findings
      12.7.2 Key Trends
      12.7.3 Market Size (US$ Mn) Forecast, By Component
      12.7.4 Market Size (US$ Mn) Forecast, By End-use Application
12.8 Argentina Virtual and Augmented Reality Market Analysis and Forecast
      12.8.1 Key Findings
      12.8.2 Key Trends
      12.8.3 Market Size (US$ Mn) Forecast, By Component
      12.8.4 Market Size (US$ Mn) Forecast, By End-use Application

13 Competition Landscape

13.1 Market Player – Competition Matrix
13.2 Market Share Analysis By Company (2017)
13.3 Company Profiles (Details – Overview, Financials, Recent Developments, Strategy)
      13.3.1 Google, Inc.
      13.3.2 Samsung Electronics Co., Ltd.
      13.3.3 Microsoft Corporation
      13.3.4 Sony Interactive Entertainment LLC   
      13.3.5 Oculus VR LLC
      13.3.6 HTC Corporation
      13.3.7 ZeroLight Ltd.
      13.3.8 EON Reality, Inc.
      13.3.9 Nokia Corporation
      13.3.10 Barco N.V.
      13.3.11 Blippar.com Ltd.
      13.3.12 Aurasma Ltd. (Hewlett-Packard Development Company. L.P)
      13.3.13 MindMaze SA
      13.3.14 Virtalis Ltd.
      13.3.15 Manus Machinae B.V.
      13.3.16 Independiente Communications Ltd.
      13.3.17 VirZOOM, Inc.
      13.3.18 NuFormer Projection B.V.

The Global virtual and augmented reality Market has been segmented as below:

By Component Analysis

  • Software
  • Service
  • Hardware
    • Head Mounted Display
    • Console
    • Sensor/Input
    • Glasses
    • Head Up Display
    • Other (Camera and Projector)

By End User Analysis

  • Education
  • Construction
  • Automotive
  • Healthcare
  • Gaming
  • Media and Entertainment
  • Defense and Aerospace
  • Retail
  • Others (Manufacturing and Energy)

By Regional Analysis

  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

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The Global virtual and augmented reality Market is expected to exceed more than US$ 117 billion by 2027.
The segment included in virtual and augmented reality Market is Component, End User and Region.
Some key players operating in the virtual and augmented reality Market include Google, Inc, Samsung Electronics Co., Ltd, Microsoft Corporation, Sony Interactive Entertainment LLC, Oculus VR LLC, HTC Corporation
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