North America augmented reality and virtual reality market is projected to grow by 31.3% annually in the forecast period and reach $359.10 billion by 2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, e-commerce, and healthcare domain.
Highlighted with 32 tables and 67 figures, this 142-page report "North America Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity" is based on a comprehensive research of the entire North America augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year, and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter's Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19 and Russia-Ukraine conflict. The balanced (most likely) projection is used to quantify North America augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Offering, Device Type, Industry Vertical, End User, and Country.
Based on Technology, the North America market is segmented into the following sub-markets with annual revenue ($ 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 North America 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 North America 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 North America 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 North America 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:
• U.S.
• Canada
• Mexico
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 8
1.1 Industry Definition and Research Scope 8
1.1.1 Industry Definition 8
1.1.2 Research Scope 9
1.2 Research Methodology 12
1.2.1 Overview of Market Research Methodology 12
1.2.2 Market Assumption 13
1.2.3 Secondary Data 13
1.2.4 Primary Data 13
1.2.5 Data Filtration and Model Design 14
1.2.6 Market Size/Share Estimation 15
1.2.7 Research Limitations 16
1.3 Executive Summary 17
2 Market Overview and Dynamics 20
2.1 Market Size and Forecast 20
2.1.1 Impact of COVID-19 on World Economy 21
2.1.2 Impact of COVID-19 on the Market 24
2.1.3 Impact of Russia-Ukraine Conflict: War Slows Economic Recovery 26
2.2 Major Growth Drivers 30
2.3 Market Restraints and Challenges 35
2.4 Emerging Opportunities and Market Trends 38
2.5 Porter's Fiver Forces Analysis 42
3 Segmentation of North America Market by Technology 46
3.1 Market Overview by Technology 46
3.2 Augmented Reality (AR) 48
3.2.1 Marker-based AR 49
3.2.2 Markerless AR 50
3.3 Virtual Reality (VR) 51
3.3.1 Nonimmersive Technology 52
3.3.2 Semi-Immersive Technology 53
3.3.3 Fully Immersive Technology 54
4 Segmentation of North America Market by Offering 55
4.1 Market Overview by Offering 55
4.2 Hardware 57
4.2.1 Sensors 59
4.2.2 Semiconductor Component 60
4.2.3 Displays and Projectors 61
4.2.4 Position Trackers 62
4.2.5 Cameras 63
4.2.6 Other Hardware 64
4.3 Software 65
4.3.1 Software Developer Kits 66
4.3.2 Cloud-based Solutions 67
4.4 Services 68
5 Segmentation of North America Market by Device Type 69
5.1 Market Overview by Device Type 69
5.2 AR Devices 71
5.2.1 Head-Mounted Display (HMD) 73
5.2.2 Head-Up Display (HUD) 74
5.2.3 Smart Glasses 75
5.2.4 Handheld Devices and Others 76
5.3 VR Devices 77
5.3.1 Head-Mounted Display (HMD) 79
5.3.2 Gesture-Tracking Device 80
5.3.3 Projector & Display Wall 81
6 Segmentation of North America Market by Industry Vertical 82
6.1 Market Overview by Industry Vertical 82
6.2 Gaming & Entertainment 84
6.3 Industrial & Manufacturing 85
6.4 Aerospace & Defense 86
6.5 Healthcare 87
6.6 Education 88
6.7 Automotive 89
6.8 Retail & Marketing 90
6.9 Other Verticals 91
7 Segmentation of North America Market by End User 92
7.1 Market Overview by End User 92
7.2 Consumer 94
7.3 Enterprise 95
7.3.1 Large Enterprises 96
7.3.2 Small- & Medium-sized Enterprises (SMEs) 97
8 North America Market 2022-2032 by Country 98
8.1 Overview of North America Market 98
8.2 U.S. 101
8.3 Canada 104
8.4 Mexico 106
9 Competitive Landscape 108
9.1 Overview of Key Vendors 108
9.2 New Product Launch, Partnership, Investment, and M&A 111
9.3 Company Profiles 112
Apple Inc. 112
Atheer, Inc. 114
Blippar Ltd. 115
Catchoom Technologies, S.L. 116
EON Reality, Inc. 117
Facebook Inc. 118
Google, LLC 119
HP Development Co., L.P. 120
Intellectsoft LLC 121
Leap Motion, Inc. 122
Lumus Ltd. 123
Magic Leap, Inc 124
Microsoft Corp. 125
Niantic Inc. 126
Nintendo Co., Ltd. 127
Oculus VR, LLC 128
Optinvent S.A. 129
Popar Co., Ltd. 130
Qualcomm Technologies Inc. 131
Samsung Co., Ltd. 132
Sony Corporation 133
Total Immersion 134
Universal mCloud Corp. (NGRAIN) 135
Virtuix 136
Vuzix Corp. 137
Wayray AG 138
Wikitude GmbH 139
Zappar Ltd. 140
Zugara, Inc. 141
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