Europe augmented reality and virtual reality market was valued at $ 17.85 billion in 2022 and will grow by 33% 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 42 tables and 71 figures, this 150-page report "Europe 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 Country: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire Europe 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 Europe 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 Europe augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Offering, Device Type, Industry Vertical, End User, and Country.
Based on Technology, the Europe 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 Europe 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 Europe 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 Europe 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 Europe 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 national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets 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 9
1.1 Industry Definition and Research Scope 9
1.1.1 Industry Definition 9
1.1.2 Research Scope 10
1.2 Research Methodology 13
1.2.1 Overview of Market Research Methodology 13
1.2.2 Market Assumption 14
1.2.3 Secondary Data 14
1.2.4 Primary Data 14
1.2.5 Data Filtration and Model Design 15
1.2.6 Market Size/Share Estimation 16
1.2.7 Research Limitations 17
1.3 Executive Summary 18
2 Market Overview and Dynamics 21
2.1 Market Size and Forecast 21
2.1.1 Impact of COVID-19 on World Economy 22
2.1.2 Impact of COVID-19 on the Market 25
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 27
2.2 Major Growth Drivers 31
2.3 Market Restraints and Challenges 36
2.4 Emerging Opportunities and Market Trends 39
2.5 Porter's Fiver Forces Analysis 43
3 Segmentation of Europe Market by Technology 47
3.1 Market Overview by Technology 47
3.2 Augmented Reality (AR) 49
3.2.1 Marker-based AR 50
3.2.2 Markerless AR 51
3.3 Virtual Reality (VR) 52
3.3.1 Nonimmersive Technology 53
3.3.2 Semi-Immersive Technology 54
3.3.3 Fully Immersive Technology 55
4 Segmentation of Europe Market by Offering 56
4.1 Market Overview by Offering 56
4.2 Hardware 58
4.2.1 Sensors 60
4.2.2 Semiconductor Component 61
4.2.3 Displays and Projectors 62
4.2.4 Position Trackers 63
4.2.5 Cameras 64
4.2.6 Other Hardware 65
4.3 Software 66
4.3.1 Software Developer Kits 67
4.3.2 Cloud-based Solutions 68
4.4 Services 69
5 Segmentation of Europe Market by Device Type 70
5.1 Market Overview by Device Type 70
5.2 AR Devices 72
5.2.1 Head-Mounted Display (HMD) 74
5.2.2 Head-Up Display (HUD) 75
5.2.3 Smart Glasses 76
5.2.4 Handheld Devices and Others 77
5.3 VR Devices 78
5.3.1 Head-Mounted Display (HMD) 80
5.3.2 Gesture-Tracking Device 81
5.3.3 Projector & Display Wall 82
6 Segmentation of Europe Market by Industry Vertical 83
6.1 Market Overview by Industry Vertical 83
6.2 Gaming & Entertainment 85
6.3 Industrial & Manufacturing 86
6.4 Aerospace & Defense 87
6.5 Healthcare 88
6.6 Education 89
6.7 Automotive 90
6.8 Retail & Marketing 91
6.9 Other Verticals 92
7 Segmentation of Europe Market by End User 93
7.1 Market Overview by End User 93
7.2 Consumer 95
7.3 Enterprise 96
7.3.1 Large Enterprises 97
7.3.2 Small- & Medium-sized Enterprises (SMEs) 98
8 European Market 2022-2032 by Country 99
8.1 Overview of European Market 99
8.2 Germany 102
8.3 U.K. 104
8.4 France 106
8.5 Spain 108
8.6 Italy 110
8.7 Netherlands 112
8.8 Rest of European Market 114
9 Competitive Landscape 116
9.1 Overview of Key Vendors 116
9.2 New Product Launch, Partnership, Investment, and M&A 119
9.3 Company Profiles 120
Apple Inc. 120
Atheer, Inc. 122
Blippar Ltd. 123
Catchoom Technologies, S.L. 124
EON Reality, Inc. 125
Facebook Inc. 126
Google, LLC 127
HP Development Co., L.P. 128
Intellectsoft LLC 129
Leap Motion, Inc. 130
Lumus Ltd. 131
Magic Leap, Inc 132
Microsoft Corp. 133
Niantic Inc. 134
Nintendo Co., Ltd. 135
Oculus VR, LLC 136
Optinvent S.A. 137
Popar Co., Ltd. 138
Qualcomm Technologies Inc. 139
Samsung Co., Ltd. 140
Sony Corporation 141
Total Immersion 142
Universal mCloud Corp. (NGRAIN) 143
Virtuix 144
Vuzix Corp. 145
Wayray AG 146
Wikitude GmbH 147
Zappar Ltd. 148
Zugara, Inc. 149
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