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.
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 Coverage | Details |
Market Size in 2022 | USD 41.56 Billion |
Market Size by 2030 | USD 859.35 Billion |
Growth Rate from 2022 to 2030 | CAGR of 46.03% |
Base Year | 2021 |
Forecast Period | 2022 to 2030 |
Segments Covered |
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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
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