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AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR) MARKET: BY TECHNOLOGY
(AUGMENTED REALITY (MARKER-BASED AUGMENTED REALITY AND MARKER-LESS AUGMENTED
REALITY) AND VIRTUAL REALITY (NON-IMMERSIVE SYSTEMS, SEMI-IMMERSIVE PROJECTION
SYSTEM AND FULLY-IMMERSIVE SYSTEMS)), BY COMPONENT (HARDWARE (SENSORS,
PROCESSORS, CONTROLLERS, CAMERAS AND OTHERS) AND SOFTWARE (SOFTWARE DEVELOPMENT
KITS AND PLATFORMS)), BY DEVICE TYPE (AUGMENTED REALITY DEVICES (HEAD-MOUNTED
DISPLAY, HEAD-UP DISPLAY AND HANDHELD DEVICES) AND VIRTUAL REALITY DEVICES
(HEAD-MOUN...

ID: MRFR/ICT/5419-CR | July 2019 | Region: Global | 94 Pages         

 * Description
 * Table of Content
 * Infographic
 * Key Players
 * FREE SAMPLE


AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR) MARKET

AUGMENTED REALITY AND VIRTUAL REALITY MARKET IS EXPECTED TO REACH USD 2,174.18
BILLION BY 2030, REGISTERING A 46.74% CAGR DURING THE REVIEW PERIOD (2020–2030).

$2,174.18 Billion


MARKET SIZE


46.74%


CAGR


North America


DOMINATING REGION

2020-2030


FORECAST PERIOD

SEGMENTATION

By Technology Augmented Reality (Marker Based Augmented Reality And Marker Less
Augmented Reality) And Virtual Reality (Non Immersive Systems Semi Immersive
Projection System And Fully Immersive Systems))
By Component (Hardware (Sensors Processors Controllers Cameras And Others) And
Software (Software Development Kits And Platforms))
By Device Type (Augmented Reality Devices (Head Mounted Display Head Up Display
And Handheld Devices)
Created with Highcharts 10.2.1Europe EuropeAfrica AfricaAsia AsiaNorth America
North AmericaSouth America South AmericaContinentsRegionCopyright (c) 2022
Highsoft AS, Based on data from Natural EarthHighcharts.com © Natural Earth

KEY PLAYERS

 * Blippar
 * Google LLC
 * EON Reality Inc.
 * Hewlett-Packard Company
 * Augmented Pixels Inc.
 * DAQRI LLC
 * Terminal Eleven (SkyView)
 * Wikitude GmbH
 * Sony Corporation
 * awe.org Pty Ltd (buildar.com)
 * Zapper Limited

DRIVERS

 * Key factors positively impacting the AR/VR market growth include the growing
   demand for head-mounted displays (HMDs) in gaming & entertainment
 * adoption of augmented and virtual reality for marketing strategies
 * and increasing demand for AR/VR in the retail and e-commerce industry.

Speak to Analyst Request a Free Sample


AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW:


Augmented Reality and Virtual Reality Market is expected to reach USD 2,174.18
Billion by 2030, registering a 46.74% CAGR during the review period (2020–2030).


Over recent years, the AR & VR solutions have garnered extensive popularity and
market prominence, bridging the digital and physical worlds. These technologies
allow taking information and content visually just the way as in the world.


Augmented Reality and Virtual Reality Market dramatically expands the ways
connected devices can help with everyday activities like searching for
information, shopping, and others, while virtual reality allows users to
experience various outer world places sitting at the comfort of home. VR gaming
creates a 3D environment for its users, allowing users to feel the physical
presence in a game.


Augmented Reality and Virtual Reality Market uses, which were once limited to
simple gamification, are now adopted by medical professionals worldwide for
therapeutic interventions. Today, VR/AR is being used to treat various
conditions, such as anxiety & stress, Parkinson's, rehabilitation, and MS.
Besides, advancements in Augmented Reality and Virtual Reality Market
technologies have been playing a causal role in maintaining industrial
operations competitive and efficient.


Augmented Reality and Virtual Reality Market COVID-19 Analysis:


The COVID 19 has hastened digitization and given a much-needed push to
technology adoption around the world. The coronavirus-driven lockdowns made
people look for new solutions for everyday needs, from food deliveries to
medical requirements and education. Crises can sometimes be the key to the
development of new technologies, and the current coronavirus outbreak has proven
to be a springboard for the popularization of Augmented Reality and Virtual
Reality Market (AR/VR).


These technologies come in handy in multiple sectors, such as healthcare,
education, tourism, retail, and others. Post the lockdown restrictions getting
relaxed, the behavioral change that the pandemic has instigated would last for a
considerably longer period, if not forever. People would remain socially
distant, using Augmented Reality and Virtual Reality Market technologies and
extended reality to be virtually close. AR/VR platforms would allow businesses
to run and grow irrespective of the challenges posed by social distancing. 


Additionally, more and more people would work from remote locations and
smartphones with better internet connectivity, making it possible for the masses
to work online. Innovative industry players have actively started looking for
increasing application areas of Augmented Reality and Virtual Reality Market.
This, as a result, is expected to provide a huge impetus to the augmented
reality and virtual reality industry, allowing it to garner significant traction
and investments.


Augmented Reality and Virtual Reality Market Dynamics:


   
   
 * Drivers:
   
   


Wide Adoption of AR & VR Drives the Market Growth:


Key factors positively impacting the AR/VR market growth include the growing
demand for head-mounted displays (HMDs) in gaming & entertainment, adoption
Augmented Reality and Virtual Reality Market for marketing strategies, and
increasing demand for AR/VR in the retail and e-commerce industry. Furthermore,
the rising demand for augmented and virtual reality devices in the manufacturing
and healthcare sectors, alongside the growing investments and funding by key
market players to develop AR/VR solutions, drive the market growth.


   
   
 * Opportunities:
   
   


Industry 4.0/ 5.0 to Offer Significant Prospects:


Industrial automation (industry 4.0/ 5.0) is expected to foster Augmented
Reality and Virtual Reality Market uses to improve communication between
self-monitoring devices, production machines, integration of machine-to-machine
communication (M2M), and the internet of things (IoT). It is expected that the
significant demand for AR/VR from manufacturing industries would offer a host of
opportunities to the market players in the future.


Besides, strong demand from several industries like healthcare and automotive
due to automation is expected to propel the market growth. Additionally, the
need to create common spaces during the COVID 19-led self-isolation and social
distancing measures would make AR/VR tools necessary in collaborating for work
or play.


Over recent years, augmented reality and virtual reality have excitedly ascended
in prominence. Increasing utilization of these capabilities in corporate
communications and historic accomplishment of games would foster the Augmented
Reality and Virtual Reality Market.


   
   
 * Restraints & Challenge:
   
   


High Cost & Security Challenges:


The high investment required for development and SoC integration of AR/VR is a
major factor restraining the augmented and virtual reality market growth. Also,
issues related to security compliances and growing cyber-attacks due to lack of
security standards are major factors challenging market dynamics. Additionally,
the lack of technical expertise resulting in data manipulation, spoofing,
sniffing, cyber-attacks, and man-in-middle attacks are key factors projected to
pose challenges to market growth up to some extent.


Augmented Reality and Virtual Reality Market Segment Overview:


The AR/VR market is segmented into technology, component, device type, vertical,
and region. The technology segment is further bifurcated into Augmented Reality
and Virtual Reality Market. The augmented reality segment is sub-segmented into
marker-based Augmented Reality and Virtual Reality Market, and marker-less
augmented reality.


The virtual reality segment is sub-segmented into non-immersive systems,
semi-immersive projection systems, and fully-immersive systems. The component
segment is segregated into hardware, software, and solutions. The hardware
segment is bifurcated into sensors, processors, controllers, cameras, and
others. The software segment is categorized as software development kits and
platforms.


The device type segment is bifurcated into augmented reality devices and virtual
reality devices. Further, the augmented reality devices segment is classified as
handheld devices, head-mounted displays, and head-up displays. The virtual
reality devices segment is further sub-segmented into gesture tracking devices,
head-mounted displays, and displays wall & projectors.


The vertical segment is sub-segmented into consumer electronics, healthcare,
retail, media & entertainment, aerospace & defense, IT & telecommunication,
travel & tourism, automotive, BFSI, manufacturing, education, and real estate.


Augmented Reality and Virtual Reality Market Regional Analysis:


North America to Maintain its Leading Position:


North America leads the global augmented reality and virtual reality market and
would continue to maintain its market position throughout the assessment period.
Factors such as the presence of a number of key players, including Google,
Microsoft, and Facebook Inc., and the growing industrial sector drive the AR/VR
market growth.


Furthermore, advancements in technology and the proliferation of connected
devices expand the augmented reality market size 2025. The US is the largest
Augmented Reality and Virtual Reality Market in the region, projected to reach a
valuation of USD 307.91 BN by 2025 with a 78.3% CAGR during the forecast period.


Europe Holds Second Highest Market Share:


Europe accounts for the second-significant share in the global virtual and
augmented reality market. The market valuation is predicted to reach USD 168.58
billion by 2025 from USD 170.04 billion in 2018. Factors pushing the market
growth are the increasing adoption of AR/VR technology in the media &
entertainment, education, and healthcare industry and increasing play-station
and mobile games applications.


Besides, the rising demand from the manufacturing and healthcare industry and
considerable healthcare spending boost the market growth. The UK, Austria,
Germany, Spain, Italy, the Netherlands, Sweden, Norway, and France are key
growth contributors to the market in the region.


APAC Derives a Considerable Share in the Global Market:


The APAC augmented reality and virtual reality market is propelled by the
adoption of Augmented Reality and Virtual Reality Market solutions in various
industry verticals for 3D modeling, 3D animation, and virtualization
applications. Additionally, increasing demand for AR/VR technology and
significant investments made by the key players to offer innovative solutions to
SMEs in the healthcare, retail, and e-commerce sectors push the market growth.


China is the largest AR & VR market in the region, witnessing wide adoptions in
infrastructural and industrial sectors. The Chinese AR/VR market is estimated to
rise with a 65% CAGR during the forecast period.


Augmented Reality and Virtual Reality Market Competitive Landscape:


Players Focus on Technology Development & Expansion:


The augmented reality and virtual reality market appear extremely competitive,
considering the strong presence of established industry players. Eminent players
seek opportunities to integrate across the extended value chain while focusing
on expansion, R&D investments, and M&A activities to gain impetus.


Augmented Reality and Virtual Reality Market Key Companies:


Blippar, Google LLC, EON Reality Inc., Hewlett-Packard Company, Augmented Pixels
Inc., DAQRI LLC, Terminal Eleven (SkyView), Wikitude GmbH, Sony Corporation,
awe.org Pty Ltd (buildar.com), Zapper Limited, Virtalis Limited, Samsung Group,
Facebook Inc., Microsoft Corporation, Magic Leap Inc., HTC Corporation, PTC
Inc., and Visteon Corporation are some of the affluent contenders holding
sizeable augmented reality and virtual reality market share.


NeXR Technologies SE (Germany) is a leading provider of augmented reality (AR)
and virtual experience technologies (VTX) and services. It is listed in the
General Standard of the Frankfurt Stock Exchange. NeXR is active in the
development of next-generation technologies and apps that bring Virtual Reality
(VR), Augmented Reality (AR), and Mixed Reality (MR) together to create the next
Extended Reality (XR).


NeXR is the first mover of a VR with unique hardware and software expertise. The
company's business units, including Motion Capture & Animation, 3D Scanner
Systems, and VR-Experiences, deal with future-oriented services and products
connected within a unique value chain.


Augmented Reality and Virtual Reality Market Recent Developments:


January 22, 2021 – Marxent, a leading global player in 3D Commerce for the home
vertical, announced that it has succeeded in securing Series C funding. The cash
infusion would be used to drive strategic value creation opportunities such as
international expansion and new product development.


January 21, 2021 – NeXR Technologies SE announced its partnership with H&Mbeyond
to develop innovation for stationary retail, such as virtual fitting solutions,
digital fitting rooms, that enables customers to try on individually exact fit
looks digitally, quickly, and easily. H&Mbeyond is always searching for
innovative solutions and technologies that make the shopping experience in
stationary retail more attractive and exciting.


January 15, 2021 – NexTech AR Solutions Corp. (Canada), a leading provider of
augmented reality (AR) and virtual experience technologies (VTX) and services
for 3D ads, eCommerce, education, conferences, and events, announced signing a
renewal agreement with Poly for a six-month term and the potential for
additional revenue after the six months.


January 05, 2021 – NexTech launched its groundbreaking human hologram AR
marketing platform - Genie in a Bottle, and new eCommerce stores for its TruLyfe
brand of human supplements. The company also announced its service segment
expansion into the Asia Pacific market after establishing a presence in
Singapore.


Augmented Reality and Virtual Reality Market Report Overview:


The report features unique factors expected to significantly impact the
augmented and virtual reality market during the forecast period. The detailed AR
VR market forecast would help industry players to better understand the market
better. The report further elaborates on the historical and current trends
boosting the AR VR market growth. Besides, the analysis of COVID-19 impact on
the augmented reality and virtual reality industry is also included in the
report.


This report examines the pricing structure, profit margins, and demand-supply
scenario analysis influencing the AR/VR market growth. Regional assessment
explained in this report unlocks a plethora of untapped opportunities in
regional and domestic market spaces. Detailed company profiling enables users to
evaluate company shares analysis, the scope of the existing & emerging product
lines in new markets, pricing strategies, innovation possibilities, and much
more.


Augmented Reality and Virtual Reality Market Segmentation Table:


Technology


   
   
 * Augmented Reality
   
   


   
   
 * Marker-Based Augmented Reality
   
   
 * Marker-less Augmented Reality
   
   
 * Others
   
   


   
   
 * Virtual Reality
   
   


   
   
 * Non-Immersive Systems
   
   
 * Semi-Immersive Projection System
   
   
 * Fully-Immersive Systems
   
   
 * Others
   
   


   
   
 * Component:
   
   
 * Hardware
   
   
 * Sensors
   
   
 * Processors
   
   
 * Controllers
   
   
 * Cameras
   
   
 * Others
   
   


   
   
 * Software
   
   


   
   
 * Software Development Kits
   
   
 * Platforms
   
   
 * Others
   
   


Device Type:


   
   
 * Augmented Reality Devices
   
   


   
   
 * Head-Mounted Display
   
   
 * Head-Up Display
   
   
 * Handheld Devices
   
   
 * Others
   
   


   
   
 * Virtual Reality Devices
   
   


   
   
 * Head-Mounted Display
   
   
 * Gesture Tracking Devices
   
   
 * Display Wall
   
   
 * Projectors
   
   
 * Others
   
   


Vertical:


   
   
 * Consumer Electronics
   
   


   
   
 * Media & Entertainment
   
   


   
   
 * Healthcare
   
   


   
   
 * Retail
   
   


   
   
 * Aerospace & Defense
   
   


   
   
 * Automotive
   
   


   
   
 * BFSI
   
   


   
   
 * IT & Telecommunication
   
   


   
   
 * Manufacturing
   
   


   
   
 * Education
   
   


   
   
 * Travel & Tourism
   
   


   
   
 * Real Estate
   
   


   
   
 * Others
   
   


Region:


   
   
 * North America
   
   


   
   
 * Europe
   
   


   
   
 * Asia Pacific
   
   


   
   
 * Rest of the World (RoW)
   
   




REPORT SCOPE:

Report Attribute/Metric Details   Market Size   USD 2,174.18 Billion (2030)
  CAGR   46.74% (2020-2030)   Base Year   2019   Forecast Period   2020-2030
  Historical Data   2018   Forecast Units   Value (USD Billion)   Report
Coverage   Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
  Segments Covered   By Technology, By Component   Geographies Covered   North
America, Europe, Asia-Pacific, and Rest of the World (RoW)   Key Vendors
  Blippar, Google LLC, EON Reality Inc., Hewlett-Packard Company, Augmented
Pixels Inc., DAQRI LLC, Terminal Eleven (SkyView), Wikitude GmbH, Sony
Corporation, awe.org Pty Ltd (buildar.com), Zapper Limited, Virtalis Limited,
Samsung Group, Facebook Inc., Microsoft Corporation, Magic Leap Inc., HTC
Corporation, PTC Inc., and Visteon Corporation   Key Market Opportunities   The
cash infusion would be used to drive strategic value creation opportunities such
as international expansion and new product development.   Key Market Drivers
  Key factors positively impacting the AR/VR market growth include the growing
demand for head-mounted displays (HMDs) in gaming & entertainment, adoption of
augmented and virtual reality for marketing strategies, and increasing demand
for AR/VR in the retail and e-commerce industry.



Speak to Analyst Ask for Customization



FREQUENTLY ASKED QUESTIONS (FAQ) :

WHAT IS THE ESTIMATED RATE AT WHICH THE AUGMENTED REALITY AND VIRTUAL REALITY
MARKET IS LIKELY TO GROW?

AR VR Market is growing at 46.74% CAGR during 2020 to 2030

WHAT IS THE FORECAST PERIOD FOR WHICH THE AUGMENTED REALITY AND VIRTUAL REALITY
MARKET HAS BEEN STUDIED?

AR/VR Market forecasted period is 2020 to 2030

WHAT ARE TWO COMPONENT COMBINATIONS USED IN VIRTUAL REALITY TECHNOLOGY?

Hardware and Software.

NAME THE ONE FACTOR THAT HAMPERS THE AUGMENTED REALITY AND VIRTUAL REALITY
MARKET GROWTH.

Lacking Security Standards

THE AUGMENTED REALITY AND VIRTUAL REALITY MARKET HAS BEEN BIFURCATED ON THE
BASIS OF CERTAIN ASPECTS. WHAT ARE THOSE?

Technology, Component, Vertical, and Device Type

HOW DOES AR AND VR WORK?

More and more people would work from remote locations and smartphones with
better internet connectivity, making it possible for the masses to work online.

1.1 Competitive Landscape
The global augmented reality and virtual reality (ARVR) market consists of
various global, regional, and local manufacturers that are continuously evolving
to enhance their market position. Intense competition and rapid advances in
augmented reality and virtual reality technology to develop the level of gaming
is the key factor that aid the market growth. Growing demand of HMD in gaming
and entertainment is another factor for the market growth. With advancement in
ARVR technology there has been increase in the marketing of the products, as
ARVR is increasing the reach among the consumers by providing virtual and
augmented environment. The companies compete based on cost, efficiency, of the
ARVR systems and platform to sustain in the market. It becomes important for the
companies to provide a cost-efficient and advanced ARVR systems, headset,
platform and other accessories maintain their market position and gain a
competitive advantage.

Vendors in the augmented reality and virtual reality (ARVR) market are focusing
towards improving their services and expanding geographically. Sony Corporation,
Microsoft Corporation, Facebook Inc., Google LLC., Blippar.com, EON Reality Inc,
Augmented Pixels Inc, HP Inc, DAQRI LLC, Wikitude GmbH, Terminal Eleven
(SkyView), Zapper Limited, awe.org Pty Ltd(buildar.com), Virtalis Limited, and
HTC Corporationk are the major companies in the market competing in terms of
providing solutions and advanced technology the primary focus of the companies
is to provide marketing strategy to organizations, enterprises, industries,
government and public for business, entertainment, education & training and
other. Although global players are dominating the market, some other small
regional and local players with small market shares also have a prominent
presence in this market. The major players may strengthen their presence
worldwide through the mergers and acquisition of local and regional players for
expanding their solutions in those regions during the forecast period. The
improvement of the global economic scenario combined with technological
advancement in the emerging economies like India, South Africa, China, Brazil,
Argentina, and other under-developed countries, is likely to fuel the market
growth thereby, making it an ideal time to expand augmented reality and virtual
reality (ARVR) market geographically and increase the global market share.

Microsoft Corporation is one of the leading players in the augmented reality and
virtual reality (ARVR) market. The company has been operating since 1975 with a
strong industrial expertise. Microsoft Corporation provides HoloLens. Also, the
company, is indulging in providing platforms for various gaming application with
VR.

Facebook Inc., with its subsidiary Oculus is providing VR headsets and tool kits
globally. The company has been in the market since 2004 and holds a major share
in the market due to its social media platform named as Facebook.com. The
company’s VR works on Samsung platform named as Gear VR.

HTC Corporation is a Taiwan based company that majorly works in mobile and
accessories. The company also works in virtual reality market. The company
provides, Vive Pro HDM, Vive Pro HDM Starter Kit, Vive VR system as its product.
The company has been in the strategic partnership with McLaren, to produce VR
products and VR/AR content to increase the global reach and production.
Samsung Group is a key player in ARVR market as the company provides VR headset
SM-R323NBKAINU, SM-R322NZWAINU and platform Gear VR, the company operates in IT
& mobile communications, consumer electronics and device solutions. The company
is also focusing in strategic partnership with the competitors for increasing
the market share in ARVR market. Recently, the company had a partnership with
Microsoft Corporation to compete with Apple Inc. in VR/AR market.

Intended Audience:



   
   
 * Technology Investors
   
   
 * Research/Consultancy firms
   
   
 * Technology Solution Providers
   
   
 * Government Bodies
   
   
 * Hospitality Sector
   
   
 * Raw Material and Manufacturing Equipment Suppliers
   
   
 * Semiconductor Foundries
   
   
 * Original Equipment Manufacturers (OEMs)
   
   
 * Research Organizations
   
   
 * Analysts and Strategic Business Planners
   
   

 * USD


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PRESS RELEASE

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Augmented Reality and Virtual Reality Market to Mount a Whopping Valuation of
$767.67 Bn by 2025:...

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