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Global Augmented Reality and Virtual Reality Market


Global Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity

Report code: SDMRCO1703096 | Industry: Computers, Electrics & Communications | Published On: 2023-11-02


Global augmented reality and virtual reality market will reach $1.18 trillion ($1,185.93 billion) by 2032, growing by 32.5% annually over 2022-2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, e-commerce, and healthcare domain.
Highlighted with 91 tables and 103 figures, this 206-page report “Global Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), and Region: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global 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 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (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.)

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 Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify global augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Offering, Device Type, Industry Vertical, End User, and Region.

Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR)
o Nonimmersive Technology
o Semi-Immersive Technology
o Fully Immersive Technology

Based on Offering, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services

By Device Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall

By Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following regions together with the listed national/local markets are fully investigated:
• North America (U.S., Canada, and Mexico)
• Europe (Germany, UK, France, Spain, Italy, Netherlands, Rest of Europe; Rest of Europe is further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, Taiwan, and Philippines)
• South America (Brazil, Chile, Argentina, Rest of South America)
• MEA (UAE, Saudi Arabia, South Africa, and Rest of MEA)
For each region and country, detailed analysis and data of annual revenue ($ mn) are available for 2022-2032. The breakdown of all regional markets by country and the breakdown of each national market by Technology, Offering, and Industry Vertical over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
EON Reality, Inc.
Facebook Inc.
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(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.)

1  Introduction 12
1.1  Industry  Definition  and  Research  Scope 12
1.1.1  Industry  Definition 12
1.1.2  Research  Scope 13
1.2  Research  Methodology 16
1.2.1  Overview  of  Market  Research  Methodology 16
1.2.2  Market  Assumption 17
1.2.3  Secondary  Data 17
1.2.4  Primary  Data 17
1.2.5  Data  Filtration  and  Model  Design 18
1.2.6  Market  Size/Share  Estimation 19
1.2.7  Research  Limitations 20
1.3  Executive  Summary 21
2  Market  Overview  and  Dynamics 24
2.1  Market  Size  and  Forecast 24
2.1.1  Impact  of  COVID-19  on  World  Economy 25
2.1.2  Impact  of  COVID-19  on  the  Market 28
2.1.3  Impact  of  Russia-Ukraine  Conflict:  War  Slows  Economic  Recovery 30
2.2  Major  Growth  Drivers 34
2.3  Market  Restraints  and  Challenges 39
2.4  Emerging  Opportunities  and  Market  Trends 42
2.5  Porter’s  Fiver  Forces  Analysis 46
3  Segmentation  of  Global  Market  by  Technology 50
3.1  Market  Overview  by  Technology 50
3.2  Augmented  Reality  (AR) 52
3.2.1  Marker-based  AR 53
3.2.2  Markerless  AR 54
3.3  Virtual  Reality  (VR) 55
3.3.1  Nonimmersive  Technology 56
3.3.2  Semi-Immersive  Technology 57
3.3.3  Fully  Immersive  Technology 58
4  Segmentation  of  Global  Market  by  Offering 59
4.1  Market  Overview  by  Offering 59
4.2  Hardware 61
4.2.1  Sensors 63
4.2.2  Semiconductor  Component 64
4.2.3  Displays  and  Projectors 65
4.2.4  Position  Trackers 66
4.2.5  Cameras 67
4.2.6  Other  Hardware 68
4.3  Software 69
4.3.1  Software  Developer  Kits 70
4.3.2  Cloud-based  Solutions 71
4.4  Services 72
5  Segmentation  of  Global  Market  by  Device  Type 73
5.1  Market  Overview  by  Device  Type 73
5.2  AR  Devices 75
5.2.1  Head-Mounted  Display  (HMD) 77
5.2.2  Head-Up  Display  (HUD) 78
5.2.3  Smart  Glasses 79
5.2.4  Handheld  Devices  and  Others 80
5.3  VR  Devices 81
5.3.1  Head-Mounted  Display  (HMD) 83
5.3.2  Gesture-Tracking  Device 84
5.3.3  Projector  &  Display  Wall 85
6  Segmentation  of  Global  Market  by  Industry  Vertical 86
6.1  Market  Overview  by  Industry  Vertical 86
6.2  Gaming  &  Entertainment 88
6.3  Industrial  &  Manufacturing 89
6.4  Aerospace  &  Defense 90
6.5  Healthcare 91
6.6  Education 92
6.7  Automotive 93
6.8  Retail  &  Marketing 94
6.9  Other  Verticals 95
7  Segmentation  of  Global  Market  by  End  User 96
7.1  Market  Overview  by  End  User 96
7.2  Consumer 98
7.3  Enterprise 99
7.3.1  Large  Enterprises 100
7.3.2  Small-  &  Medium-sized  Enterprises  (SMEs) 101
8  Segmentation  of  Global  Market  by  Region 102
8.1  Geographic  Market  Overview  2022-2032 102
8.2  North  America  Market  2022-2032  by  Country 106
8.2.1  Overview  of  North  America  Market 106
8.2.2  U.S. 110
8.2.3  Canada 113
8.2.4  Mexico 115
8.3  European  Market  2022-2032  by  Country 117
8.3.1  Overview  of  European  Market 117
8.3.2  Germany 121
8.3.3  U.K. 123
8.3.4  France 125
8.3.5  Spain 127
8.3.6  Italy 129
8.3.7  Netherlands 131
8.3.8  Rest  of  European  Market 133
8.4  Asia-Pacific  Market  2022-2032  by  Country 135
8.4.1  Overview  of  Asia-Pacific  Market 135
8.4.2  Japan 139
8.4.3  China 142
8.4.4  Australia 144
8.4.5  India 146
8.4.6  South  Korea 148
8.4.7  Rest  of  APAC  Region 150
8.5  South  America  Market  2022-2032  by  Country 152
8.5.1  Argentina 155
8.5.2  Brazil 157
8.5.3  Chile 159
8.5.4  Rest  of  South  America  Market 161
8.6  MEA  Market  2022-2032  by  Country 162
8.6.1  UAE 165
8.6.2  Saudi  Arabia 167
8.6.3  South  Africa 169
8.6.4  Other  National  Markets 171
9  Competitive  Landscape 172
9.1  Overview  of  Key  Vendors 172
9.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 175
9.3  Company  Profiles 176
Apple  Inc. 176
Atheer,  Inc. 178
Blippar  Ltd. 179
Catchoom  Technologies,  S.L. 180
EON  Reality,  Inc. 181
Facebook  Inc. 182
Google,  LLC 183
HP  Development  Co.,  L.P. 184
Intellectsoft  LLC 185
Leap  Motion,  Inc. 186
Lumus  Ltd. 187
Magic  Leap,  Inc 188
Microsoft  Corp. 189
Niantic  Inc. 190
Nintendo  Co.,  Ltd. 191
Oculus  VR,  LLC 192
Optinvent  S.A. 193
Popar  Co.,  Ltd. 194
Qualcomm  Technologies  Inc. 195
Samsung  Co.,  Ltd. 196
Sony  Corporation 197
Total  Immersion 198
Universal  mCloud  Corp.  (NGRAIN) 199
Virtuix 200
Vuzix  Corp. 201
Wayray  AG 202
Wikitude  GmbH 203
Zappar  Ltd. 204
Zugara,  Inc. 205
RELATED  REPORTS 206
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