Home » Technology & Media » Virtual and augmented reality Market Size, Share, Analysis Report
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:
The restraining factors of Global virtual and augmented reality Market are as follows:
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
By End User Analysis
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
By End User Analysis
By Regional Analysis
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