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 : 1008306
  • Industry : Telecom and IT
  • Published On : Oct 2023
  • Pages : 206
  • Publisher : Grace Market Data
  • Format: WMR PPT FormatWMR PDF Format

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

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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