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Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market - Global Industry Assessment & Forecast

Number Of Pages # Pages:

164

Base Year:

2022

Date

Apr - 2022

Format:

PDF XLS PPT

Report Code:

VMR-1448

Segments Covered
  • By Application By Application Consumer , Enterprise , Commercial, Others
  • By Organization Size By Organization Size Large Enterprises, Small- & Medium-sized Enterprises
  • By Industry Vertical By Industry Vertical Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, Others
  • By AR Technology By AR Technology Marker-based, Markerless , Anchor-based
  • By VR Technology By VR Technology Non-immersive, Semi/ Fully Immersive
  • By Region By Region North America, Asia Pacific, Europe, Latin America, Middle East & Africa
Snapshot
Base YearBase Year: 2022
Forecast YearsForecast Years: 2023 - 2030
Historical YearsHistorical Years: 2017 - 2021
Revenue 2022Revenue 2022: USD 21.70 Billion
Revenue 2030Revenue 2030: USD 248.16 Billion
Revenue CAGRRevenue CAGR (2023 - 2030): 35.60%
Fastest Growing Region Fastest Growing Region (2023 - 2030) Asia Pacific
Largest Region Largest Region (2022): Asia Pacific
Customization Offered
  • Cross-segment Market Size and Analysis for Mentioned Segments Cross-segment Market Size and Analysis for Mentioned Segments
  • Additional Company Profiles (Upto 5 With No Cost) Additional Company Profiles (Upto 5 With No Cost)
  • Additional Countries (Apart From Mentioned Countries) Additional Countries (Apart From Mentioned Countries)
  • Country/Region-specific Report Country/Region-specific Report
  • Go To Market Strategy Go To Market Strategy
  • Region Specific Market Dynamics Region Specific Market Dynamics
  • Region Level Market Share Region Level Market Share
  • Import Export Analysis Import Export Analysis
  • Production Analysis Production Analysis
  • Other Others Request Customization Speak To Analyst
Augmented Reality and Virtual Reality Market Share

Market Synopsis:

Global Augmented Reality and Virtual Reality Market valued at USD 21.70 Billion in 2022 and is projected to reach a value of USD 248.16 Billion by 2030 at a CAGR of 35.60% over the forecast period.

The global Augmented Reality and Virtual Reality market is witnessing considerable growth owing to the training and infotainment market. Augmented reality is a field of computer research that deals with the combination of computer-generated data and the real world. Moreover, augmented reality involves co-operation with real-time and the data can be produced in real-time which is expected to increase the demand for augmented reality during the forecast period. In addition, augmented reality is used in various applications such as presentation, television, simulations (flying, driving), video games (physical interaction with 3d models) which is projected to drive the growth of the Augmented Reality and Virtual Reality Market in the upcoming years. Moreover, the use of virtual reality in the healthcare sector is experiencing tremendous growth and thus driving the growth of the Augmented Reality and Virtual Reality market during the forecast period. The rising demand for AR devices in the healthcare sector, growing demand for AR in the retail and e-commerce sector are the major factors projected to boost the market growth during the forecast period. The easy accessibility of affordable virtual reality devices, increasing adoption of HMDs in various industries, growing digitalization, advancement in technologies, and high investments in the virtual reality market are the prime factors expected to drive the Augmented Reality and Virtual Reality market growth during the forecast period. Furthermore, growth in the mobile gaming industry, increasing internet connectivity, and increase in the use of consumer electronic devices are predicted to be the key factors contributing to the growth of the Augmented Reality and Virtual Reality market during the forecast period.

Augmented Reality and Virtual Reality Market Size, 2022 To 2030 (USD Billion)

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Parameter Details
Segments Covered

By Application

  • Consumer
  • Enterprise
  • Commercial
  • Others

By Organization Size

  • Large Enterprises
  • Small- & Medium-sized Enterprises

By Industry Vertical

  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By AR Technology

  • Marker-based
  • Markerless
  • Anchor-based

By VR Technology

  • Non-immersive
  • Semi/ Fully Immersive

By Region

  • North America
  • Asia Pacific
  • Europe
  • Latin America
  • Middle East & Africa

Regions & Countries Covered
  • North America - (U.S., Canada, Mexico)
  • Europe - (U.K., France, Germany, Italy, Spain, Rest Of Europe)
  • Asia Pacific - (China, Japan, India, South Korea, South East Asia, Rest Of Asia Pacific)
  • Latin America - (Brazil, Argentina, Rest Of Latin America)
  • Middle East & Africa - (GCC Countries, South Africa, Rest Of Middle East & Africa)
Companies Covered
  • Google (US)
  • Sony (Japan)
  • Apple (US)
  • Samsung Electronics (South Korea)
  • Microsoft (US)
  • HTC (Taiwan)
  • Oculus (US)
  • PTC (US)
  • Seiko Epson (Japan)
  • Lenovo (China)
  • Wikitude (Austria)
  • Magic Leap (US)
  • Blippar (UK)
  • Upskill (US)
  • MAXST (South Korea)
  • EON Reality (US)
  • Vuzix (US)
  • CyberGlove Systems (US)
  • Leap Motion (US)
  • Atheer (US)
  • Sixense Enterprises (US)
  • Nintendo (Japan)
  • Psious (Spain)
  • Marxent Labs (US)
  • Inglobe Technologies (Italy)
  • Meta Company (US)
  • Niantic (US)
  • Augment (France)
  • Mindmaze (Switzerland)
  • Firsthand Technology (US)
  • Worldviz (US)
  • Virtuix (US)
  • Survios (US)
  • Intel (US)
  • RealWear (US)
  • Merge Labs (US)
  • SpaceVR (US)
  • Virtually Live (Switzerland)
  • Xiaomi (China)
  • Panasonic (Japan)
  • Dynabook Americas (US)
  • Optinvent (France)
  • WayRay (Switzerland)
  • Scope AR (US)
  • Continental (Germany)
  • Visteon (US)
  • Talespin (US)
  • Craftars (Romania)
  • Scanta (US)
  • Appentus Technologies (India)
  • and BIDON Games Studio (Ukraine)
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, technology landscape, patent analysis, market attractiveness analysis by segments and North America, company market share analysis, and COVID-19 impact analysis
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Market Segmentation:

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The SMEs Segment is Expected to Lead Over Large Enterprises

The small & medium enterprise segment is projected to grow at the highest rate, owing to the benefits of Augmented Reality and Virtual Reality technology such as faster repairs, greater customer satisfaction, and reduced field staff training costs. SMEs are witnessing growth due to the higher adoption of augmented reality in developing and developed countries during the forecast period. The companies having factories at different locations can use augmented retail and can employ a small number of engineers to make a large setup., collaboration using AR to manage other machines and their setups would help manage small and medium enterprises more effectively.

The Healthcare Vertical is Projected to Grow at the Highest CAGR

Based on the industrial vertical, the healthcare segment is projected to grow at the highest CAGR during the forecast period. AR can be utilized to provide a virtual view of a patient in which a surgeon/doctor can see the exact condition of the patient. Moreover, this can assist the surgeon to conduct minimum offensive surgery. Furthermore, AR modeling and 3D visualization is expected to help the healthcare sector in many ways. The use of AR in improving fitness, training doctors, caring and supporting doctors, and teaching complex subjects to medical students is proving to be essential for further advancements.

APAC Region is Predicted to Continue Dominating the Global Augmented Reality and Virtual Reality Market

APAC is an emerging economy and is witnessing prime changes in the acceptance of the latest advancements and technologies. APAC region is witnessing an increase in the adoption of the latest technologies owing to the presence of numerous display panel manufacturers in the region. The Augmented Reality and Virtual Reality in the APAC region are projected to grow substantially in various sectors such as commercial, healthcare, and consumer which is responsible for the growth of the region. The increasing growth in consumer and commercial markets is the prime factor expected to drive the Augmented Reality and Virtual Reality market in years to come. Moreover, growing commercial and consumer markets with the rise in investments in developing countries like India, China, and Japan are estimated to boost the growth of the Augmented Reality and Virtual Reality market in the APAC region.

Competitive Landscape:

The Augmented Reality and Virtual Reality market is fragmented in nature due to the presence of major key players in the market and increase in the technologies. Some of the prime key players in the market are Google (US), Sony (Japan), Apple (US), Samsung Electronics (South Korea), Microsoft (US), HTC (Taiwan), Oculus (US), PTC (US), Seiko Epson (Japan), Lenovo (China), Wikitude (Austria), Magic Leap (US), Blippar (UK), Upskill (US), MAXST (South Korea), EON Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), Atheer (US), Sixense Enterprises (US), Nintendo (Japan), Psious (Spain), Marxent Labs (US), Inglobe Technologies (Italy), Meta Company (US), Niantic (US), Augment (France), Mindmaze (Switzerland), Firsthand Technology (US), Worldviz (US), Virtuix (US), Survios (US), Intel (US), RealWear (US), Merge Labs (US), SpaceVR (US), Virtually Live (Switzerland), Xiaomi (China), Panasonic (Japan), Dynabook Americas (US), Optinvent (France), WayRay (Switzerland), Scope AR (US), Continental (Germany), Visteon (US), Talespin (US), Craftars (Romania), Scanta (US), Appentus Technologies (India), and BIDON Games Studio (Ukraine).

Segmentation of Augmented Reality and Virtual Reality Market:

By Application -(Revenue- USD Million, 2016-2028)

· Consumer

· Enterprise

· Commercial

By Organization size-(Revenue- USD Million, 2016-2028)

· Large Enterprises

· Small- & Medium-sized Enterprises

By Industry Vertical-(Revenue- USD Million, 2016-2028)

· Gaming

· Entertainment & Media

· Aerospace & Defense

· Healthcare

· Education

· Manufacturing

· Retail

· Others

By Technology-(Revenue- USD Million, 2016-2028)

By AR Technology-

· Marker-based

· Markerless

· Anchor-based

·

By VR Technology-

· Non-immersive

· Semi/ Fully Immersive

By Region- (Revenue- USD Million, 2016-2028)

North America-

• The US

• Canada

• Mexico

Europe-

• Germany

• The UK

• France

• Italy

• Spain

• Rest of Europe

Asia-Pacific-

• China

• Japan

• India

• South Korea

• South East Asia

• Rest of Asia Pacific

Latin America-

• Brazil

• Argentina

• Rest of Latin America

Middle East and Africa-

· GCC Countries

· South Africa

· Rest of Middle East and Africa

FAQ
Frequently Asked Question
  • The global Augmented Reality and Virtual Reality valued at USD 21.70 Billion in 2022 and is expected to reach USD 248.16 Billion in 2030 growing at a CAGR of 35.60%.

  • The prominent players in the market are Google (US), Sony (Japan), Apple (US), Samsung Electronics (South Korea), Microsoft (US), HTC (Taiwan), Oculus (US), PTC (US), Seiko Epson (Japan), Lenovo (China), Wikitude (Austria), Magic Leap (US), Blippar (UK), Upskill (US), MAXST (South Korea), EON Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), Atheer (US), Sixense Enterprises (US), Nintendo (Japan), Psious (Spain), Marxent Labs (US), Inglobe Technologies (Italy), Meta Company (US), Niantic (US), Augment (France), Mindmaze (Switzerland), Firsthand Technology (US), Worldviz (US), Virtuix (US), Survios (US), Intel (US), RealWear (US), Merge Labs (US), SpaceVR (US), Virtually Live (Switzerland), Xiaomi (China), Panasonic (Japan), Dynabook Americas (US), Optinvent (France), WayRay (Switzerland), Scope AR (US), Continental (Germany), Visteon (US), Talespin (US), Craftars (Romania), Scanta (US), Appentus Technologies (India), and BIDON Games Studio (Ukraine).

  • The market is project to grow at a CAGR of 35.60% between 2023 and 2030.

  • The driving factors of the Augmented Reality and Virtual Reality include

    • Increasing demand for AR devices and applications in healthcare

  • Asia Pacific was the leading regional segment of the Augmented Reality and Virtual Reality in 2022.