Product Code: A01805
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
By Application
By Industry Vertical
- Gaming
- Entertainment and Media
- Aerospace and Defense
- Healthcare
- Education
- Manufacturing
- Retail
- Others
By Region
- North America
- 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 market segments
- 1.3.Key benefits to the stakeholders
- 1.4.Research Methodology
- 1.4.1.Secondary research
- 1.4.2.Primary research
- 1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
- 2.1.Key findings of the study
- 2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
- 3.1.Market definition and scope
- 3.2.Key findings
- 3.2.1.Top investment pockets
- 3.3.Porter's five forces analysis
- 3.4.Top player positioning
- 3.5.Market dynamics
- 3.5.1.Drivers
- 3.5.2.Restraints
- 3.5.3.Opportunities
- 3.6.COVID-19 Impact Analysis on the market
CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE
- 4.1 Overview
- 4.1.1 Market size and forecast
- 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 SMEs
- 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: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
- 5.1 Overview
- 5.1.1 Market size and forecast
- 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: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL
- 6.1 Overview
- 6.1.1 Market size and forecast
- 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 and 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 and 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
- 7.1.1 Market size and forecast
- 7.2 North America
- 7.2.1 Key trends and opportunities
- 7.2.2 North America Market size and forecast, by Organization Size
- 7.2.3 North America Market size and forecast, by Application
- 7.2.4 North America Market size and forecast, by Industry Vertical
- 7.2.5 North America Market size and forecast, 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 trends and opportunities
- 7.3.2 Europe Market size and forecast, by Organization Size
- 7.3.3 Europe Market size and forecast, by Application
- 7.3.4 Europe Market size and forecast, by Industry Vertical
- 7.3.5 Europe Market size and forecast, 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 Germany
- 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 France
- 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 Italy
- 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 Spain
- 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
- 7.3.5.6 Netherlands
- 7.3.5.6.1 Market size and forecast, by Organization Size
- 7.3.5.6.2 Market size and forecast, by Application
- 7.3.5.6.3 Market size and forecast, by Industry Vertical
- 7.3.5.7 Rest of Europe
- 7.3.5.7.1 Market size and forecast, by Organization Size
- 7.3.5.7.2 Market size and forecast, by Application
- 7.3.5.7.3 Market size and forecast, by Industry Vertical
- 7.4 Asia-Pacific
- 7.4.1 Key trends and opportunities
- 7.4.2 Asia-Pacific Market size and forecast, by Organization Size
- 7.4.3 Asia-Pacific Market size and forecast, by Application
- 7.4.4 Asia-Pacific Market size and forecast, by Industry Vertical
- 7.4.5 Asia-Pacific Market size and forecast, 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 Japan
- 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 South Korea
- 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 Australia
- 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 India
- 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
- 7.4.5.6 Rest of Asia-Pacific
- 7.4.5.6.1 Market size and forecast, by Organization Size
- 7.4.5.6.2 Market size and forecast, by Application
- 7.4.5.6.3 Market size and forecast, by Industry Vertical
- 7.5 LAMEA
- 7.5.1 Key trends and opportunities
- 7.5.2 LAMEA Market size and forecast, by Organization Size
- 7.5.3 LAMEA Market size and forecast, by Application
- 7.5.4 LAMEA Market size and forecast, by Industry Vertical
- 7.5.5 LAMEA Market size and forecast, 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: COMPANY LANDSCAPE
- 8.1. Introduction
- 8.2. Top winning strategies
- 8.3. Product Mapping of Top 10 Player
- 8.4. Competitive Dashboard
- 8.5. Competitive Heatmap
- 8.6. Key developments
CHAPTER 9: COMPANY PROFILES
- 9.1 Alphabet
- 9.1.1 Company overview
- 9.1.2 Company snapshot
- 9.1.3 Operating business segments
- 9.1.4 Product portfolio
- 9.1.5 Business performance
- 9.1.6 Key strategic moves and developments
- 9.2 DAQRI
- 9.2.1 Company overview
- 9.2.2 Company snapshot
- 9.2.3 Operating business segments
- 9.2.4 Product portfolio
- 9.2.5 Business performance
- 9.2.6 Key strategic moves and developments
- 9.3 Facebook
- 9.3.1 Company overview
- 9.3.2 Company snapshot
- 9.3.3 Operating business segments
- 9.3.4 Product portfolio
- 9.3.5 Business performance
- 9.3.6 Key strategic moves and developments
- 9.4 HTC
- 9.4.1 Company overview
- 9.4.2 Company snapshot
- 9.4.3 Operating business segments
- 9.4.4 Product portfolio
- 9.4.5 Business performance
- 9.4.6 Key strategic moves and developments
- 9.5 Magic Leap, Inc.
- 9.5.1 Company overview
- 9.5.2 Company snapshot
- 9.5.3 Operating business segments
- 9.5.4 Product portfolio
- 9.5.5 Business performance
- 9.5.6 Key strategic moves and developments
- 9.6 Microsoft Corporation
- 9.6.1 Company overview
- 9.6.2 Company snapshot
- 9.6.3 Operating business segments
- 9.6.4 Product portfolio
- 9.6.5 Business performance
- 9.6.6 Key strategic moves and developments
- 9.7 OSTERHOUT DESIGN GROUP
- 9.7.1 Company overview
- 9.7.2 Company snapshot
- 9.7.3 Operating business segments
- 9.7.4 Product portfolio
- 9.7.5 Business performance
- 9.7.6 Key strategic moves and developments
- 9.8 Samsung Electronics Co., Ltd
- 9.8.1 Company overview
- 9.8.2 Company snapshot
- 9.8.3 Operating business segments
- 9.8.4 Product portfolio
- 9.8.5 Business performance
- 9.8.6 Key strategic moves and developments
- 9.9 SONY CORPORATION
- 9.9.1 Company overview
- 9.9.2 Company snapshot
- 9.9.3 Operating business segments
- 9.9.4 Product portfolio
- 9.9.5 Business performance
- 9.9.6 Key strategic moves and developments
- 9.10 Wikitude GmbH
- 9.10.1 Company overview
- 9.10.2 Company snapshot
- 9.10.3 Operating business segments
- 9.10.4 Product portfolio
- 9.10.5 Business performance
- 9.10.6 Key strategic moves and developments