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

  • Report Code : 1008311
  • Industry : Telecom and IT
  • Published On : Oct 2023
  • Pages : 203
  • 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 healthcare augmented reality and virtual reality market will reach $64.87 billion by 2032, growing by 33.7% annually over 2022-2032, driven by the rising adoption of advanced technologies in the healthcare sector, the growing advancement in immersive technologies, the numerous benefits associated with the use of AR & VR, and the rising concern for the prevalence of chronic diseases.
Highlighted with 92 tables and 103 figures, this 203-page report "Global Healthcare Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Application, End User, and Region: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire global healthcare 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 healthcare augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Offering, Device Type, Application, 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 and Active Marker)
o Markerless Augmented Reality (Model-based Tracking and 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 Imaging Solutions
o Enterprise Solutions
o Content Platforms
o Other Software
• Services
o Cloud Services
o System Integration
o Consulting
o Other 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 Application, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Surgery
• Rehabilitation and Behavioral Neurology
• Pain Management
• Medical Training and Education
• Diagnosis
• Fitness Management
• Pharmacy Management
• Virtual Reality Expose Therapy (VRET)
• Other Applications

By End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Academic Institutes
• Hospitals and Clinics
• Research and Diagnostics Laboratories
• Pharma Companies and Research Centers
• Government and Defense Institutions
• Other End Users

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 Application 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:
Alphabet Inc.
Artificial Life, Inc.
CAE Healthcare
EON Reality
Facebook
Foursquare Labs, Inc.
GE Healthcare
Hologic, Inc.
HTC
Immersion Corp
Intuitive Surgical Inc.
Medtronic
Microsoft
Orca Health
Philips Healthcare
Samsung
Siemens Healthcare
Simulab Corp
Sony
TheraSim, Inc.
VirtaMed
Vuzix Corp
(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 38
2.4 Emerging Opportunities and Market Trends 41
2.5 Porter's Fiver Forces Analysis 45
3 Segmentation of Global Market by Technology 49
3.1 Market Overview by Technology 49
3.2 Augmented Reality (AR) 51
3.2.1 Marker-based AR 52
3.2.2 Markerless AR 53
3.2.3 Other Technologies 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
4.4 Services 71
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 Application 86
6.1 Market Overview by Application 86
6.2 Surgery 88
6.3 Rehabilitation and Behavioral Neurology 89
6.4 Pain Management 90
6.5 Medical Training and Education 91
6.6 Diagnosis 92
6.7 Fitness Management 93
6.8 Pharmacy Management 94
6.9 Virtual Reality Expose Therapy (VRET) 95
6.10 Other Applications 96
7 Segmentation of Global Market by End User 97
7.1 Market Overview by End User 97
7.2 Academic Institutes 99
7.3 Hospitals and Clinics 100
7.4 Research and Diagnostics Laboratories 101
7.5 Pharma Companies and Research Centers 102
7.6 Government and Defense Institutions 103
7.7 Other End Users 104
8 Segmentation of Global Market by Region 105
8.1 Geographic Market Overview 2022-2032 105
8.2 North America Market 2022-2032 by Country 109
8.2.1 Overview of North America Market 109
8.2.2 U.S. 113
8.2.3 Canada 116
8.2.4 Mexico 118
8.3 European Market 2022-2032 by Country 120
8.3.1 Overview of European Market 120
8.3.2 Germany 124
8.3.3 U.K. 126
8.3.4 France 128
8.3.5 Spain 130
8.3.6 Italy 132
8.3.7 Netherlands 134
8.3.8 Rest of European Market 136
8.4 Asia-Pacific Market 2022-2032 by Country 138
8.4.1 Overview of Asia-Pacific Market 138
8.4.2 Japan 142
8.4.3 China 145
8.4.4 Australia 147
8.4.5 India 149
8.4.6 South Korea 151
8.4.7 Rest of APAC Region 153
8.5 South America Market 2022-2032 by Country 155
8.5.1 Argentina 158
8.5.2 Brazil 160
8.5.3 Chile 162
8.5.4 Rest of South America Market 164
8.6 MEA Market 2022-2032 by Country 165
8.6.1 UAE 168
8.6.2 Saudi Arabia 170
8.6.3 South Africa 172
8.6.4 Other National Markets 174
9 Competitive Landscape 175
9.1 Overview of Key Vendors 175
9.2 New Product Launch, Partnership, Investment, and M&A 178
9.3 Company Profiles 179
Alphabet Inc. 179
Artificial Life, Inc. 182
CAE Healthcare 183
EON Reality 184
Facebook 185
Foursquare Labs, Inc. 186
GE Healthcare 187
Hologic, Inc. 188
HTC 189
Immersion Corp 190
Intuitive Surgical Inc. 191
Medtronic 192
Microsoft 193
Orca Health 194
Philips Healthcare 195
Samsung 196
Siemens Healthcare 197
Simulab Corp 198
Sony 199
TheraSim, Inc. 200
VirtaMed 201
Vuzix Corp 202
RELATED REPORTS 203

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