Request for Covid-19 Impact Assessment of this Report

ICT & Media

Global Augmented Reality and Virtual Reality Market Size study, by Device Type (AR Devices/ VR Devices), by Component (Hardware, Software) by Application (Commercial, Consumer, Aerospace & Defense, Healthcare, Enterprise) and Regional Forecasts 2019-2026

  • BIZ3807992
  • 200 Pages
  • April 2020
  • ICT & Media
Download Sample    Get Discount   
 
Global Augmented Reality and Virtual Reality Market is valued approximately at USD 18.53 billion in 2018 and is anticipated to grow with a healthy growth rate of more than 63.3% over the forecast period 2019-2026. Augmented Reality overlays the digital or virtual content over the existing user’s environment offering immersive digital experience in real-time environment. Virtual reality on the other hand is a 3D environment generated by the computer which completely immerses end-users in an artificial world without seeing the real-world. The AR applications are developed on special 3D programs enabling the developer to integrate contextual or digital content with the real world in real time. While the VR offers realistic user experience of artificial world in interactive simulated environment. The market growth is primarily driven by increasing penetration of smartphones & connected devices in multiple Device Type sectors and the soaring demand for AR and VR in the retail and e-commerce sectors and business enterprises. The growing use of these technologies in other sectors such as healthcare, education and Media & entertainment further fuels the market growth. Further, the upsurge in the Video gaming industry due to the integration of AR and VR devices which provides realistic feel to the gamers through 3D visualization and animation has led the adoption of Augmented Reality and Virtual Reality across the forecast period. Also, augmented and virtual reality provides a cost-effective and efficient solution in training and skill development, as it replicates the actual scenarios by using technologies, is expected to fuel the demand for Augmented Reality and Virtual Reality. The rise in investments through major market players for the development of AR and VR devices presents an opportunistic market. As per the Digi Capital AR/VR Analytics Platform, a total of USD 4.1 billion of investments by public and private sector were recorded in AR/VR sector in 2019, which was the third highest virtual reality and augmented reality investment for the year after 2017 and 2018.

The regional analysis of global Augmented Reality and Virtual Reality market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the rapid adoption of new technology by the masses and presence of several augmented & virtual reality companies. U.S. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2019-2026. Factors such as rise in adoption of technologically advanced solutions, increase in application areas among end-use industries, and surge in penetration of smartphones in the emerging economies such as China and India would create lucrative growth prospects for the Augmented Reality and Virtual Reality market across Asia-Pacific region.

Major market player included in this report are:

Sony Corporation (Japan)

Oculus VR (US)

Samsung Electronics Co. Ltd. (South Korea)

HTC Corporation (Taiwan)

Google Inc. (US)

PTC Inc. (US)

Microsoft Corporation (US)

Wikitude (Austria)

DAQRI (US)

Zugara (US)

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Device Type:

AR Devices

VR Devices

By Component:

Hardware

Software

By Application:

Commercial

Consumer

Aerospace & Defense

Healthcare

Enterprise

By Region:

North America

U.S.

Canada

Europe

UK

Germany

Asia Pacific

China

India

Japan

Latin America

Brazil

Mexico

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2016, 2017

Base year – 2018

Forecast period – 2019 to 2026

Target Audience of the Global Augmented Reality and Virtual Reality Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investor

Chapter 1. Executive Summary

1.1. Market Snapshot

1.2. Global & Segmental Market Estimates & Forecasts, 2017-2026 (USD Billion)

1.2.1. Augmented Reality and Virtual Reality Market, by Region, 2017-2026 (USD Billion)

1.2.2. Augmented Reality and Virtual Reality Market, by Device Type, 2017-2026 (USD Billion)

1.2.3. Augmented Reality and Virtual Reality Market, by Component, 2017-2026 (USD Billion)

1.2.4. Augmented Reality and Virtual Reality Market, by Application, 2017-2026 (USD Billion)

1.3. Key Trends

1.4. Estimation Methodology

1.5. Research Assumption

Chapter 2. Global Augmented Reality and Virtual Reality Market Definition and Scope

2.1. Objective of the Study

2.2. Market Definition & Scope

2.2.1. Scope of the Study

2.2.2. Industry Evolution

2.3. Years Considered for the Study

2.4. Currency Conversion Rates

Chapter 3. Global Augmented Reality and Virtual Reality Market Dynamics

3.1. Augmented Reality and Virtual Reality Market Impact Analysis (2018-2026)

3.1.1. Market Drivers

3.1.2. Market Challenges

3.1.3. Market Opportunities

Chapter 4. Global Augmented Reality and Virtual Reality Market: Industry Analysis

4.1. Porter’s 5 Force Model

4.1.1. Bargaining Power of Suppliers

4.1.2. Bargaining Power of Buyers

4.1.3. Threat of New Entrants

4.1.4. Threat of Substitutes

4.1.5. Competitive Rivalry

4.1.6. Futuristic Approach to Porter’s 5 Force Model (2016-2026)

4.2. PEST Analysis

4.2.1. Political

4.2.2. Economical

4.2.3. Social

4.2.4. Technological

4.3. Investment Adoption Model

4.4. Analyst Recommendation & Conclusion

Chapter 5. Global Augmented Reality and Virtual Reality Market, by Device Type

5.1. Market Snapshot

5.2. Global Augmented Reality and Virtual Reality Market by Device Type, Performance - Potential Analysis

5.3. Global Augmented Reality and Virtual Reality Market Estimates & Forecasts by Device Type 2016-2026 (USD Billion)

5.4. Augmented Reality and Virtual Reality Market, Sub Segment Analysis

5.4.1. AR Devices

5.4.2. VR Devices

Chapter 6. Global Augmented Reality and Virtual Reality Market, by Component

6.1. Market Snapshot

6.2. Global Augmented Reality and Virtual Reality Market by Component, Performance - Potential Analysis

6.3. Global Augmented Reality and Virtual Reality Market Estimates & Forecasts by Component 2016-2026 (USD Billion)

6.4. Augmented Reality and Virtual Reality Market, Sub Segment Analysis

6.4.1. Hardware

6.4.2. Software

Chapter 7. Global Augmented Reality and Virtual Reality Market, by Application

7.1. Market Snapshot

7.2. Global Augmented Reality and Virtual Reality Market by Application, Performance - Potential Analysis

7.3. Global Augmented Reality and Virtual Reality Market Estimates & Forecasts by Application 2016-2026 (USD Billion)

7.4. Augmented Reality and Virtual Reality Market, Sub Segment Analysis

7.4.1. Commercial

7.4.2. Consumer

7.4.3. Aerospace & Defence

7.4.4. Healthcare

7.4.5. Enterprise

Chapter 8. Global Augmented Reality and Virtual Reality Market, Regional Analysis

8.1. Augmented Reality and Virtual Reality Market, Regional Market Snapshot

8.2. North America Augmented Reality and Virtual Reality Market

8.2.1. U.S. Augmented Reality and Virtual Reality Market

8.2.1.1. Device Type breakdown estimates & forecasts, 2016-2026

8.2.1.2. Component breakdown estimates & forecasts, 2016-2026

8.2.1.3. Application breakdown estimates & forecasts, 2016-2026

8.2.2. Canada Augmented Reality and Virtual Reality Market

8.3. Europe Augmented Reality and Virtual Reality Market Snapshot

8.3.1. U.K. Augmented Reality and Virtual Reality Market

8.3.2. Germany Augmented Reality and Virtual Reality Market

8.3.3. Rest of Europe Augmented Reality and Virtual Reality Market

8.4. Asia-Pacific Augmented Reality and Virtual Reality Market Snapshot

8.4.1. China Augmented Reality and Virtual Reality Market

8.4.2. India Augmented Reality and Virtual Reality Market

8.4.3. Japan Augmented Reality and Virtual Reality Market

8.4.4. Rest of Asia Pacific Augmented Reality and Virtual Reality Market

8.5. Latin America Augmented Reality and Virtual Reality Market Snapshot

8.5.1. Brazil Augmented Reality and Virtual Reality Market

8.5.2. Mexico Augmented Reality and Virtual Reality Market

8.6. Rest of The World Augmented Reality and Virtual Reality Market

Chapter 9. Competitive Intelligence

9.1. Top Market Strategies

9.2. Company Profiles

9.2.1. Sony Corporation(Japan)

9.2.1.1. Key Information

9.2.1.2. Overview

9.2.1.3. Financial (Subject to Data Availability)

9.2.1.4. Product Summary

9.2.1.5. Recent Developments

9.2.2. Oculus VR (US)

9.2.3. Samsung Electronics Co. Ltd. (South Korea)

9.2.4. HTC Corporation (Taiwan)

9.2.5. Google Inc. (US)

9.2.6. PTC Inc. (US)

9.2.7. Microsoft Corporation (US)

9.2.8. Wikitude (Austria)

9.2.9. DAQRI (US)

9.2.10. Zugara (US)

Chapter 10. Research Process

10.1. Research Process

10.1.1. Data Mining

10.1.2. Analysis

10.1.3. Market Estimation

10.1.4. Validation

10.1.5. Publishing

10.2. Research Attributes

10.3. Research Assumption

TABLE 1. LIST OF SECONDARY SOURCES, USED IN THE STUDY OF GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET

TABLE 2. LIST OF PRIMARY SOURCES, USED IN THE STUDY OF GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET

TABLE 3. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, REPORT SCOPE

TABLE 4. YEARS CONSIDERED FOR THE STUDY

TABLE 5. EXCHANGE RATES CONSIDERED

TABLE 6. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY REGION 2016-2026 (USD BILLION)

TABLE 7. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY DEVICE TYPE 2016-2026 (USD BILLION)

TABLE 8. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY COMPONENT 2016-2026 (USD BILLION)

TABLE 9. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY APPLICATION 2016-2026 (USD BILLION)

TABLE 10. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY SEGMENT, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 11. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY REGION, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 12. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY SEGMENT, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 13. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY REGION, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 14. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY SEGMENT, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 15. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY REGION, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 16. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY SEGMENT, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 17. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY REGION, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 18. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY SEGMENT, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 19. GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY REGION, ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 20. U.S. AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 21. U.S. AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 22. U.S. AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 23. CANADA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 24. CANADA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 25. CANADA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 26. UK AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 27. UK AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 28. UK AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 29. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 30. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 1. GERMANY AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 2. ROE AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 3. ROE AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 4. ROE AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 5. CHINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 6. CHINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 7. CHINA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 8. INDIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 9. INDIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 10. INDIA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 11. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 12. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 13. JAPAN AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 14. ROAPAC AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 15. ROAPAC AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 16. ROAPAC AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 17. BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 18. BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 19. BRAZIL AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 20. MEXICO AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 21. MEXICO AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 22. MEXICO AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 23. ROLA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 24. ROLA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 25. ROLA AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 26. ROW AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS, 2016-2026 (USD BILLION)

TABLE 27. ROW AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

TABLE 28. ROW AUGMENTED REALITY AND VIRTUAL REALITY MARKET ESTIMATES & FORECASTS BY SEGMENT 2016-2026 (USD BILLION)

 
Purchase Options

* Taxes/Fees, If applicable will be
added during checkout. All prices in USD.

Need More Information

Contact Us

+ 1-888-961-4454

Drop Us an email at

help@bigmarketresearch.com

Similar Reports

Netbook Market in India 2011

The netbook sales in India have been growing strongly with major demand from the home segment. Personal computer market is expected to grow as the economy is recovering from the recession. The newest addition to this consumer product group is notebooks and netbooks. However, it has been seen that there is no clear demarcation between inexpensive notebook and netbook as an upgraded version of a net...

  • Publish Date: January 18, 2011
  • $950
Online Movie Rental Market in India 2011

The Online Movie Rental market in India is at a nascent stage. The market is estimated at INR 601 mn in 2008 and shows huge potential due to a large untapped consumer base. The changing perceptions of people towards entertainment along with a rise in their disposable income and internet usage have driven the market. The report begins with a market overview section that provides an insight into t...

  • Publish Date: March 7, 2011
  • $950
Local Search Market in India 2011

Local search market in India is a common platform for advertising used by business entities. It has an offline and an online category. Local search space provides a platform to the small and medium scale enterprises to advertise with regards to their products and services through local search engines and print directories such as yellow pages. The report begins with the market overview section wh...

  • Publish Date: June 27, 2011
  • $950