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Augmented Reality and Virtual Reality Market Size At Around US$ 859.35 Bn In 2030

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.

Augmented Reality and Virtual Reality Market Size 2022 To 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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