October 6, 2024

Augmented Reality and Virtual Reality Market Size To Cross USD 859.35 Bn By 2030

The global augmented reality and virtual reality market size accounted for US$ 41.56 Bn in 2022 and is projected to reach around USD 859.35 Bn by 2030, growing at a CAGR of 46.03% from 2022 to 2030.

Augmented Reality and Virtual Reality Market Size 2022 To 2030

Report Summary

The global augmented reality and virtual reality market report provides a Point-by-Point and In-Depth analysis of global market size, regional and country-level market size, market share, segmentation market growth, competitive landscape, sales analysis, opportunities analysis, strategic market growth analysis, the impact of domestic and global market key players, value chain optimization, trade regulations, recent developments, product launches, area marketplace expanding, and technological innovations.

The study offers a comprehensive analysis on diverse features, including production capacities, demand, product developments, revenue generation, and sales in the augmented reality and virtual reality market across the globe.

A comprehensive estimate on the augmented reality and virtual reality market has been provided through an optimistic scenario as well as a conservative scenario, taking into account the sales of augmented reality and virtual reality during the forecast period. Price point comparison by region with global average price is also considered in the study.

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Augmented Reality and Virtual Reality Market Report Scope 

Report CoverageDetails
Market Size in 2022USD 41.56 Billion
Market Size by 2030USD 859.35 Billion
Growth Rate from 2022 to 2030CAGR of 46.03%
Base Year2021
Forecast Period2022 to 2030
Segments Covered
  • By Device Type
  • By Offering Type
  • By End Use

Key Highlights:

Reports Coverage: It incorporates key market sections, key makers secured, the extent of items offered in the years considered, worldwide containerized augmented reality and virtual reality market and study goals. Moreover, it contacts the division study gave in the report based on the sort of item and applications.

Market Outline: This area stresses the key investigations, market development rate, serious scene, market drivers, patterns, and issues notwithstanding the naturally visible pointers.

Market Production by Region: The report conveys information identified with import and fare, income, creation, and key players of every single local market contemplated are canvassed right now.

Also Read:  Power-To-X Market Size Analysis 2022 To 2030

Augmented Reality and Virtual Reality Market  Players

The report includes the profiles of key augmented reality and virtual reality market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information, key development in past five years.

Major companies operating in this are

  • Microsoft
  • Google LLC
  • Apple, Inc.
  • Sony Corporation
  • Blippar Limited
  • Infinity Augmented Reality Limited
  • Niantic, Inc.
  • Zappar Limited.
  • Magic Leap, Incorporated
  • Wikitude GmbH

Market Segmentation

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

Regional Segmentation

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, France, U.K., Italy, Spain, Rest of Europe)
  • Asia-Pacific (China, Japan, India, Southeast Asia and Rest of APAC)
  • Latin America (Brazil and Rest of Latin America)
  • Middle East and Africa (GCC, North Africa, South Africa, Rest of MEA)

Research Methodology

Secondary Research

It involves company databases such as Hoover’s: This assists us to recognize financial information, the structure of the market participants and industry’s competitive landscape.

The secondary research sources referred in the process are as follows:

  • Governmental bodies, and organizations creating economic policies
  • National and international social welfare institutions
  • Company websites, financial reports and SEC filings, broker and investor reports
  • Related patent and regulatory databases
  • Statistical databases and market reports
  • Corporate Presentations, news, press release, and specification sheet of Manufacturers

Primary Research

Primary research includes face-to-face interviews, online surveys, and telephonic interviews.

  • Means of primary research: Email interactions, telephonic discussions and Questionnaire-based research etc.
  • In order to validate our research findings and analysis, we conduct primary interviews of key industry participants. Insights from primary respondents help in validating the secondary research findings. It also develops Research Team’s expertise and market understanding.

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

Thanks for reading you can also get individual chapter-wise sections or region-wise report versions such as North America, Europe, or the Asia Pacific.

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