The augmented reality and virtual reality market would grow at a CAGR of 46.03% over the predicted time frame. The market is expected to increase in value from US$ 41.56 Bn in 2022 to US$ 859.35 Bn in 2030.
The on augmented reality and virtual reality Market, which provides a business strategy, research & development activities, concise outline of the market valuation, valuable insights pertaining to market share, size, supply chain analysis, competitive landscape and regional proliferation of this industry.
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A recent report provides crucial insights along with application based and forecast information in the Global Augmented reality and virtual reality Market. The report provides a comprehensive analysis of key factors that are expected to drive the growth of this market. This study also provides a detailed overview of the opportunities along with the current trends observed in the Augmented reality and virtual reality market.
A quantitative analysis of the industry is compiled for a period of 10 years in order to assist players to grow in the market. Insights on specific revenue figures generated are also given in the report, along with projected revenue at the end of the forecast period.
Companies and Manufacturers Covered
The study covers key players operating in the market along with prime schemes and strategies implemented by each player to hold high positions in the industry. Such a tough vendor landscape provides a competitive outlook of the industry, consequently existing as a key insight. These insights were thoroughly analysed and prime business strategies and products that offer high revenue generation capacities were identified. Key players of the global Augmented reality and virtual reality market are included as given below:
Augmented reality and virtual reality Market Key Players
- Microsoft
- Google LLC
- Apple, Inc.
- Sony Corporation
- Blippar Limited
- Infinity Augmented Reality Limited
- Niantic, Inc.
- Zappar Limited.
- Magic Leap, Incorporated
- Wikitude GmbH
Market Segments
By Device Type
- AR technology:
- Head Mounted Displays
- Head Up Displays
- VR Technology
- Head Mounted Displays
- Gesture Control Device
- Projector and Display Wall
By Offering Type
- Hardware
- Software
By End Use
- Aerospace & Defense
- Consumer
- Commercial
- Enterprise
- Gaming and Entertainment
- Healthcare
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East & Africa (MEA)
Report Objectives
- To define, describe, and forecast the global augmented reality and virtual reality market based on product, and region
- To provide detailed information regarding the major factors influencing the growth of the market (drivers, opportunities, and industry-specific challenges)
- To strategically analyze micromarkets1 with respect to individual growth trends, future prospects, and contributions to the total market
- To analyze opportunities in the market for stakeholders and provide details of the competitive landscape for market leaders
- To forecast the size of market segments with respect to four main regions—North America, Europe, Asia Pacific and the Rest of the World (RoW)2
- To strategically profile key players and comprehensively analyze their product portfolios, market shares, and core competencies3
- To track and analyze competitive developments such as acquisitions, expansions, new product launches, and partnerships in the augmented reality and virtual reality market
Table of Content
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Augmented Reality And Virtual Reality Market
5.1. COVID-19 Landscape: Augmented Reality And Virtual Reality Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Augmented Reality And Virtual Reality Market, By Device Type
8.1. Augmented Reality And Virtual Reality Market, by Device Type, 2022-2030
8.1.1 AR technology
8.1.1.1. Market Revenue and Forecast (2017-2030)
8.1.2. VR Technology
Chapter 9. Global Augmented Reality And Virtual Reality Market, By Offering Type
9.1. Augmented Reality And Virtual Reality Market, by Offering Type, 2022-2030
9.1.1. Hardware
9.1.1.1. Market Revenue and Forecast (2017-2030)
9.1.2. Software
Chapter 10. Global Augmented Reality And Virtual Reality Market, By End Use
10.1. Augmented Reality And Virtual Reality Market, by End Use, 2022-2030
10.1.1. Aerospace & Defense
10.1.1.1. Market Revenue and Forecast (2017-2030)
10.1.2. Consumer
10.1.2.1. Market Revenue and Forecast (2017-2030)
10.1.3. Commercial
10.1.3.1. Market Revenue and Forecast (2017-2030)
10.1.4. Enterprise
10.1.4.1. Market Revenue and Forecast (2017-2030)
10.1.5. Gaming and Entertainment
10.1.5.1. Market Revenue and Forecast (2017-2030)
10.1.6. Healthcare
10.1.6.1. Market Revenue and Forecast (2017-2030)
10.1.7. Others
10.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 11. Global Augmented Reality And Virtual Reality Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.1.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.1.3. Market Revenue and Forecast, by End Use (2017-2030)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.1.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.1.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.1.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.1.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.6.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.7.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.6.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.7.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.6.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.7.3. Market Revenue and Forecast, by End Use (2017-2030)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.5.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.5.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.5.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.5.5.3. Market Revenue and Forecast, by End Use (2017-2030)
Chapter 12. Company Profiles
12.1. Microsoft
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Google LLC
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Apple, Inc.
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Sony Corporation
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Blippar Limited
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Infinity Augmented Reality Limited
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Niantic, Inc.
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Zappar Limited.
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Magic Leap, Incorporated
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Wikitude GmbH
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
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