Augmented and Virtual Reality Market Size, Share & Industry Growth Analysis Report by Enterprise (Small, Medium, Large), Technology ( AR and VR), Offering (Hardware, Software), Device Type (AR, VR Devices), Application (AR Application, VR Application) and Region - Global Forecast to 2028
The Augmented Reality Market Size is expected to reach USD 71.2 billion by 2028 from 25.1 billion in 2023, at a CAGR of 23.2% during the 2023- 2028 period. The Virtual Reality Market size is expected to reach USD 29.6 billion by 2028 from 12.9 billion in 2023, at a CAGR of 18.0% during the 2023- 2028 period. Augmented Reality (AR) and Virtual Reality (VR) are immersive technologies that redefine the way we interact with the digital and physical worlds.
Augmented Reality (AR) enriches our real-world environment by overlaying digital content, such as 3D models, text, or animations, onto our view of the physical world. AR can be experienced through various devices, including smartphones, smart glasses, or heads-up displays. These digital elements are contextually integrated with the real world, enhancing our perception and providing information, entertainment, or utility. For example, AR can be used for navigation by superimposing directional arrows onto the streets seen through a smartphone camera, or it can bring print advertisements to life by animating images when viewed through an AR app.
On the other hand, Virtual Reality (VR) immerses users in entirely computer-generated environments, cutting them off from the real world. This is typically achieved through specialized VR headsets that feature high-resolution displays, motion tracking sensors, and often, hand controllers. When wearing a VR headset, users are transported to simulated worlds where they can interact with the surroundings, objects, and other users. VR is widely used in gaming, simulations, education, and training scenarios, as it offers an unparalleled level of immersion and presence, enabling users to feel as though they are physically present in the virtual environment.
Augmented and Virtual Reality (AR VR) Market Forecast to 2028
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Augmented Reality (AR) Market Dynamics
Driver: Increasing capital infusion in the augmented reality (AR) market
The Augmented Reality (AR) and Virtual Reality (VR) market is experiencing a notable surge in investment activity, with financial resources flowing into this sector at an accelerating pace. This phenomenon can be attributed to a combination of factors that are driving investor confidence in the potential of AR technology and its diverse applications. One of the primary catalysts for the rising investment in the AR market is the growing recognition of AR's transformative impact across various industries. From entertainment and gaming to healthcare and education, AR is reshaping how people interact with digital content and their surroundings. Investors are keenly aware of the potential for AR to enhance user experiences, improve business operations, and unlock new revenue streams. This optimism fuels a strong appetite for investment in AR-focused companies and startups.
Advancements in AR hardware and software are playing a pivotal role in attracting investment. As AR technology becomes more sophisticated, reliable, and accessible, its applications become broader and more compelling. Investors see the potential for AR to become an integral part of everyday life, ranging from consumer devices like smartphones and smart glasses to industrial tools that optimize workflows and enhance productivity.
The adoption of AR by industry leaders and trendsetters also contributes to the investment surge. As prominent companies integrate AR solutions into their business models, it sends a signal to investors that AR is not just a novelty but a strategic imperative. This validation encourages more investment, as stakeholders anticipate a growing market demand driven by both consumer enthusiasm and corporate adoption.
Additionally, the ongoing pursuit of innovation and the creation of novel AR applications play a role in attracting investors. Entrepreneurs and researchers are consistently pushing the boundaries of AR, finding new ways to merge digital and physical worlds. This pipeline of innovative ideas creates a sense of excitement among investors, who are eager to support ventures that can disrupt existing industries and shape the future of technology.
As the AR market continues to evolve, investors are positioning themselves to capitalize on its potential growth. The diverse range of industries that can benefit from AR, coupled with the technology's expanding capabilities, creates a compelling investment landscape. The increasing investment in the AR market not only supports the development of new technologies but also underscores the industry's broader impact on economies, societies, and the ways people interact with information and their environment.
Restraint: Privacy and security concerns related to AR
The rapid evolution of Augmented Reality (AR) technology has ushered in a wave of innovative applications and experiences, enriching how we interact with the digital and physical realms. However, amid this exciting progress, a critical concern that has emerged is the potential security and privacy issues associated with AR.
AR often involves the overlaying of digital information onto the real world, which can create new avenues for data collection and sharing. As digital elements become intertwined with our physical surroundings, there's an increased potential for capturing personal information, such as location data, images, and even behavioral patterns. This data can be used to create detailed profiles of individuals, raising questions about how this information is collected, stored, and potentially exploited.
One significant restraint arises from the inadvertent collection of sensitive information. AR devices and applications can unintentionally capture personal data, potentially infringing on user privacy. For instance, location-based AR experiences might inadvertently record users' real-world movements and locations without their explicit consent.
Opportunity: Crafting dynamic consumer experiences and immersive campaigns
The realm of advertising and marketing is undergoing a profound transformation through the innovative integration of Augmented Reality (AR). Brands are recognizing the immense potential of AR as a means to captivate audiences and establish a lasting connection. By harnessing AR technology, brands can transcend traditional advertising boundaries, creating campaigns that are not only engaging but also unforgettable. Interactive advertisements come to life as users interact with virtual elements overlaid with their real-world surroundings. Product demonstrations take on new dimensions as AR allows consumers to visualize products in their own spaces before purchase, demystifying the shopping experience. Personalization reaches unprecedented levels as AR tailors content to individual preferences and contexts, forging deeper emotional connections with consumers.
These AR-powered initiatives not only elevate brand awareness but also immerse consumers in the brand narrative, transforming them into active participants rather than passive observers. The adoption of AR in advertising heralds an era where consumer engagement becomes a multi-sensory, participatory journey, redefining how brands connect with their target audience in a technologically enriched world.
Innovative augmented reality presents an opportunity to create dynamic and immersive consumer experiences that engage and captivate audiences in ways that traditional marketing methods cannot. Marketing the product and improving the consumer experience with AR is a major opportunity trend for market growth.
Challenge: High demand for robust network infrastructure
The underpinning network infrastructure emerges as a pivotal factor determining the quality and viability of user experiences. With the rise of cloud-based AR applications, the demand for a robust and low-latency network connection becomes paramount. This infrastructure serves as the conduit that facilitates the real-time transmission of data, bridging the virtual and physical worlds seamlessly. However, the challenge lies in the inherent vulnerability of AR experiences to slow or unstable internet connections. The repercussions are stark: such conditions can inflict lag, interrupt interactions, and fragment the otherwise harmonious integration of digital content into the physical environment.
For AR applications that rely on cloud computing, the need for a steady and swift network connection is even more pronounced. Data-intensive processes, such as rendering complex 3D models or accessing real-time contextual information, require an efficient network backbone to maintain the illusion of immediate interaction. Slow data transfer rates or fluctuations in connectivity can disrupt the flow of information, leading to latency and a disjointed AR encounter.
To address this challenge, the collaboration between telecommunication companies, network providers, and AR developers becomes crucial. The establishment of advanced 5G networks, known for their low latency and high data transfer speeds, can substantially enhance AR experiences. Similarly, optimizing network stability through strategies like load balancing and improved coverage in densely populated areas can alleviate the disruptions caused by network fluctuations.
Virtual Reality (VR) Market Dynamics
Head-up displays of the AR market are expected to grow at the highest CAGR during the forecast period.
An Augmented Reality (AR) Head-Up Display (HUD) is a technology that projects digital information, graphics, or visual cues onto a transparent surface, typically a windshield or a specialized screen, in a way that allows users to view this augmented content without looking away from their primary field of view, which is typically the road in the context of automotive HUDs. In the automotive industry, AR HUDs are commonly used to provide drivers with important information like speed, navigation directions, and safety alerts, overlaying this information onto the windshield so that it appears as if it is floating in the driver's line of sight. AR HUDs aim to enhance situational awareness and reduce distractions, making them a valuable safety feature in modern vehicles. These displays use optical components and sometimes sensors to align and adjust the digital content with the real-world view, allowing users to access crucial data without taking their eyes off the road.
Gesture-tracking devices in the VR market are expected to grow at the highest CAGR during the forecast period.
Gesture-tracking devices are specialized hardware components or systems that enable users to interact with virtual environments using hand and body movements. These devices capture and interpret the gestures and motions made by the user and translate them into commands or interactions within a virtual reality (VR) or augmented reality (AR) setting. Common examples of VR gesture-tracking devices include hand controllers, gloves with built-in sensors, depth-sensing cameras, and wearable sensors. These devices allow users to manipulate objects, navigate virtual spaces, and engage with digital content in a more intuitive and immersive manner, as they can mimic natural human movements.
Gesture-tracking devices indeed play a crucial role in healthcare and gaming applications. In healthcare, they are used for rehabilitation and physical therapy by monitoring patients' movements and providing real-time feedback, improving the effectiveness of treatments. Additionally, gesture tracking enables touchless and precise control in medical simulations and surgical training. In gaming, gesture-tracking devices have revolutionized the industry by offering gamers a more immersive and interactive experience. Players can use their natural movements to control characters, objects, or actions within the game, making gaming more physically engaging and enjoyable. The intuitive nature of gesture controls has opened up new possibilities for gameplay, making it a central feature in many VR and AR gaming applications.
North America currently holds the highest market share of augmented (AR) and virtual reality (VR) markets and is expected to grow at the second-highest CAGR in the forecast period from 2023- 2028.
The North American AR and VR market is divided into three distinct countries: the United States, Canada, and Mexico. North America, renowned for its technological advancement and development, stands as the forefront market for cutting-edge display device technologies.
In 2022, North America took the lead as the largest market for AR, securing a significant market share. The widespread acceptance of AR devices among enterprise users to enhance productivity and accuracy played a pivotal role in fueling AR market growth in North America. Furthermore, the integration of AR technology into consumer electronics drives its expansion. Various sectors, including aerospace & defense, healthcare, consumer goods, and commercial industries, employ AR technology for diverse purposes, including education and training. Additionally, numerous global companies specializing in AR devices and solutions, such as PTC Inc., Magic Leap, Microsoft, and Google, have established their presence in the United States. These factors collectively position North America as the dominant player in the global AR market.
In 2022, North America also took the lead globally in terms of the size and revenue generated from VR applications. The VR market is anticipated to witness substantial growth in the coming years in this region. VR's extensive usage across various sectors, particularly in consumer electronics, propels the VR market's expansion. Sectors like aerospace & defense, healthcare, consumer goods, and commercial industries are increasingly adopting VR technologies for further advancements. The United States boasts numerous global players offering VR products and solutions, solidifying North America's prominence in the global VR market. While Asia Pacific is expected to have a slightly higher growth rate than North America for the VR market during the forecast period, North America is poised for robust growth in enterprise applications due to the enthusiastic adoption of new technologies by enterprises.
Notably, North America also leads in private equity investments, with over 95% of total investments in the AR & VR market concentrated in this region. Magic Leap (US) has emerged as a key beneficiary in this market, attracting substantial investments from companies like Google (US).
The increased utilization of AR & VR technologies for applications such as tourism, e-commerce, and training has played a significant role in driving the VR market within the North American region.
China is expected to grow at the highest CAGR in the Asia Pacific region for augmented and virtual reality (AR and VR).
China stands as one of the world's rapidly growing economies, with APAC taking the lead in the consumer electronics industry. The emergence of numerous startups within China has positioned the nation as a major player in the AR & VR market. Retail sales of goods exhibited consistent growth in 2019, a trend expected to persist throughout the forecast period. Landmark Entertainment Group's (US) VR and AR theme park in China offers a diverse range of attractions, including a digital art gallery, interactive museum, virtual zoo and aquarium, immersive movie theater, and themed experiences. With a substantial consumer base eager to explore emerging technologies, expos and conferences are anticipated to catalyze the growth of the AR & VR market in the country. Creative agencies and media firms are increasingly leveraging AR and VR technologies for branding and marketing campaigns, further propelling the market's expansion in China.
The nation is poised to lead APAC in the adoption of mobile-based AR and VR devices, driven by its vast mobile user base and high population density, with the widespread mobile internet population serving as a pivotal growth driver. Moreover, video and gaming content companies are anticipated to play a significant role in driving the AR & VR market in China. The country also maintains a strong position in patent activity within the AR & VR sector, exemplified by Samsung's patent filings with China's National Intellectual Property Administration (CNIPA) in January 2020, showcasing innovative designs for PC VR headsets.
In November 2023, China released the country’s first national-level policy document for the development of technologies related to the metaverse, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). The Ministry of Industry and Information Technology (MIIT), in collaboration with four other government departments, unveiled the Virtual Reality and Industry Application Integration Development Action Plan (2022-2026) on November 2, 2022.
This action plan outlines a comprehensive range of policies aimed at advancing China's metaverse, defining essential objectives and tasks through the year 2026. While not explicitly naming the "metaverse," the Action Plan focuses on advancing the foundational technology that underpins the metaverse. This includes various sub-domains of VR, AR, and MR, along with critical hardware, supply chain development, and the establishment of governmental standards and regulations.
China is expected to be the fastest-growing market in the Asia Pacific region for the augmented reality market.
Augmented & Virtual Reality Market by Region
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Top AR and VR Companies - Key Market Players
The major players in the Augmented Reality (AR) and Virtual Reality (VR) Companies with a significant global presence include Google (US), Microsoft (US), Sony Group Corporation (Japan), META (US), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (US), MAXST Co., Ltd. (South Korea), Magic Leap, Inc. (US), Blippar Group Limited(UK), Atheer, Inc (US), Vuzix (US), CyberGlove Systems Inc. (US), Leap Motions (Ultraleap) (US), Penumbra, Inc. (US), Nintendo (Japan), PSICO SMART APPS, S.L. (Spain), Xiaomi (China), Panasonic Corporation (Japan), Scope AR (US), Continental AG (Germany), Virtually Live (Switzerland), SpaceVR Inc (US), Intel Corporation (US), 3D Cloud by Marxent (US), WayRay AG (Switzerland), Craftars (Romania), Talespin Reality Labs, Inc. (US), BidOn Games Studio (Ukraine), appentus technologies (India), ByteDance (China), and DPVR (China).
AR and VR Market Report Scope
Report Metric |
Details |
Estimated Market Size |
25.1 billion |
Projected Market Size |
71.2 billion |
Growth Rate |
23.2% |
Market size available for years |
2019–2028 |
Base year considered |
2022 |
Forecast period |
2023–2028 |
Forecast units |
Value (USD Million/Billion), Volume (Million Units) |
Segments Covered |
By Enterprise, by Technology, by Offering, by Device Type, by Application, by Region |
Geographies covered |
North America, Europe, Asia Pacific, and RoW |
Companies covered |
The major players in the augmented and virtual reality market are Google (US), Microsoft (US), Sony Group Corporation (Japan), META (US), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (US), MAXST Co., Ltd. (South Korea), Magic Leap, Inc. (US), Blippar Group Limited(UK), Atheer, Inc (US), Vuzix (US), CyberGlove Systems Inc. (US), Leap Motions (Ultraleap) (US), Penumbra, Inc. (US)
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Augmented & Virtual Reality Market Highlights
The study segments the augmented and virtual reality market based on enterprise, technology, offering, device type, application, region.
Segment |
Subsegment |
By Enterprise |
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By Technology |
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By Offering |
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By Device Type |
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By Application |
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By Region |
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Recent Developments
- In July 2023, Google and Taito are collaborating to create Space Invaders, an immersive AR game in which you may protect the Earth from your neighborhood. The game is driven by our ARCore and Geospatial APIs, which design entertaining levels in the real world with AR and on the screen solely with 3D using the player's immediate surroundings as well as adjacent buildings, landscapes, and other architectural aspects.
- In June 2023, Apple introduced the Apple Vision Pro, an innovative spatial computer that effortlessly merges digital content with the real world, enabling users to remain engaged and connected with others. Vision Pro establishes an expansive platform for applications that extends beyond the limitations of a conventional screen, introducing a completely three-dimensional user interface driven by the most instinctive and natural inputs available — a user's gaze, gestures, and voice.
- In June 2023, PTC and Rockwell Automation extended their collaboration, with a particular emphasis on encouraging manufacturing companies to embrace the Internet of Things (IoT) and augmented reality (AR) software. Rockwell Automation will persist in offering PTC's ThingWorx IoT software and Vuforia AR software to both current and prospective customers in the discrete and process manufacturing sectors.
- In May 2023, Lenovo introduced the ThinkReality™ VRX, an all-in-one virtual reality (VR) headset designed specifically for business purposes. Exclusively targeted at enterprises, the Lenovo ThinkReality VRX is tailored to serve as the ideal VR solution for professionals across various fields. Whether it's enhancing employee training effectiveness, fostering virtual teamwork, or broadening the scope of 3D design and engineering tasks, XR technologies are increasing significance for businesses, empowering workers to achieve more.
- In May 2023, Google released new ARCore Geospatial tools, such as Streetscape Geometry API, Geospatial Depth API, and Scene Semantics API, to assist users in creating innovative, world-scale immersive experiences.
- In February 2023, These are virtual reality glasses that were released in 2023. They have the highest pixel density display among commercial OLED panels. PlayStation VR2 can be used with the PlayStation 5 console.
Frequently Asked Questions (FAQs):
What is the current size of the global augmented (AR) reality market?
The current size of augmented reality is USD 25.1 billion (2023) and is expected to reach USD 71.2 billion by 2028 with a CAGR of 23.2 % in the forecast period from 2023 to 2028
What is the current size of the global virtual reality (VR) market?
The current size of virtual reality is USD 12.4 billion (2022) and is expected to reach USD 29.6 billion by 2028 with a CAGR of 18.0% in the forecast period from 2023 to 2028
Who are the winners in the global augmented and virtual reality market?
Companies such as Sony Group Corporation, HTC Corporation, META, ByteDance, and Google are the top players in the augmented and virtual reality market.
Which region is expected to hold the highest market share?
Asia Pacific regions are expected to hold the largest market share for the augmented and virtual reality market.
What are the major drivers and opportunities related to the augmented and virtual reality market?
Rising demand for augmented reality in gaming and entertainment is a major driver of the augmented reality market; collaborative endeavors between telecom giants and AR manufacturers to erase latency is the major opportunity of the augmented reality market. Technological progress and increasing digitization are the major drivers of the virtual reality market. The utilization of VR in the aerospace and defense sectors for training and simulation purposes is a major opportunity in the virtual reality market.
What are the major strategies adopted by market players?
The key players have adopted product launches, acquisitions, collaborations, and partnerships to strengthen their position in the augmented and virtual reality market.
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The research report includes four major activities, estimating the size of the AR & VR market. Secondary research has been done to gather important information about the market and peer markets. To validate the findings, assumptions, and sizing with the primary research with industry experts across the value chain is the next step. Both bottom-up and top-down approaches have been used to estimate the market size. After this, the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments
Secondary Research
Revenues of companies offering AR & VR across the world have been obtained based on the secondary data made available through paid and unpaid sources. They have also been derived by analyzing the product portfolios of key companies and rated according to the performance and quality of their products.
In the secondary research process, various sources have been referred to for identifying and collecting information for this study on the AR & VR market. Secondary sources considered for this research study include government sources, corporate filings (such as annual reports, investor presentations, and financial statements), and trade, business, and professional associations. Secondary data has been collected and analyzed to determine the overall market size, further validated through primary research.
Secondary research has been mainly used to obtain key information about the supply chain of the AR & VR industry to identify the key players based on their products and the prevailing industry trends in the AR & VR market based on components, end users, and regions. It also includes information about the key developments undertaken from both market- and technology-oriented perspectives.
Primary Research
In the primary research process, various primary sources have been interviewed to obtain qualitative and quantitative information related to the market across four main regions— North America, Europe, Asia Pacific, and Row (Rest of the World). Primary sources from the supply side include industry experts such as CEOs, vice presidents, marketing directors, technology directors, and a few other related key executives from major companies and organizations operating in the AR & VR market or related markets.
After the completion of market engineering, primary research has been conducted to gather information and verify and validate critical numbers obtained from other sources. Primary research has also been conducted to identify various market segments; industry trends; key players; competitive landscape; and key market dynamics, such as drivers, restraints, opportunities, and challenges, along with the key strategies market players adopt. Most of the primary interviews have been conducted with the supply side of the market. This primary data has been collected through questionnaires, emails, and telephonic interviews.
To know about the assumptions considered for the study, download the pdf brochure
Market Size Estimation
In the market engineering process, both the top-down and bottom-up approaches have been used, along with several data triangulation methods, to perform market estimation and forecasting for the overall market segments and subsegments listed in this report. Extensive qualitative and quantitative analyses have been performed on the market engineering process to list key information/insights.
Key market players have been identified through secondary research, and their market shares have been determined through primary and secondary research. This involves studying their annual and financial reports and interviews with industry experts (such as CEOs, VPs, directors, and marketing executives) for key insights—both quantitative and qualitative.
All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources. All possible parameters that may affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to obtain the final quantitative and qualitative data. This data has been consolidated and supplemented with detailed input and analysis from MarketsandMarkets and presented in the report.
Market Size Estimation Methodology-Bottom-up Approach
A bottom-up approach has been employed to arrive at the overall size of the AR & VR market from the calculations based on the revenues of the key players and their shares in the market. Key players in the AR & VR market have been studied. The market size estimations have been carried out considering the market size of their AR & VR offerings.
In the top-down approach, the overall market size has been used to estimate the size of individual markets through percentage splits from secondary and primary research.
The most appropriate parent market size has been used to implement the top-down approach for the calculation of specific market segments.
The revenue shares used earlier in the bottom-up approach were verified by identifying and estimating the market share for each company. The overall parent market size and individual market sizes have been determined and confirmed in this study through the data triangulation process and data validation through the primaries.
Data Triangulation
After arriving at the overall market size from the market size estimation process explained above, the total market has been then split into several segments and sub-segments. Data triangulation has been employed to complete the market engineering process and arrive at the exact statistics for all segments and sub-segments. The data has been triangulated by studying various factors and trends from both the demand and supply sides. Along with this, the market has been validated using both the top-down and bottom-up approaches.
Market Definition
Augmented reality (AR) enhances the real-world environment by overlaying digital information, such as images, text, or 3D objects, onto it. This digital augmentation can be experienced through various devices like smartphones, tablets, AR glasses, or heads-up displays. AR technology superimposes computer-generated elements onto the user's view of the physical world, creating an interactive and enhanced experience. A classic example of AR is the Pokémon GO game, where digital creatures are displayed in the real world using a smartphone's camera.
Virtual reality (VR), on the other hand, immerses users in a completely computer-generated environment, effectively replacing the real world with a simulated one. Users typically wear VR headsets that cover their field of vision and may include motion-tracking sensors. These headsets create a sense of presence in a virtual environment, allowing users to interact with and navigate through this digital space as if it were real. VR is commonly used for gaming, training simulations, virtual tours, and immersive storytelling experiences.
This report provides insights into the market for AR and VR hardware devices and AR apps, platforms, and solutions that are a part of AR software. VR software comprises VR content creation, SDKs, and cloud-based services. The hardware market for AR has been assessed for products such as head-mounted displays (HMDs) and head-up displays (HUDs). The software market for AR includes AR apps, platforms, SDKs, and software solution offerings. The regional market is further segmented into North America, Europe, Asia Pacific, and the Rest of the World (RoW).
Key Stakeholders
- Raw material and manufacturing equipment suppliers
- Semiconductor foundries
- Original equipment manufacturers (OEMs)
- AR and VR device manufacturers
- Original design manufacturers (ODMs) and OEM technology solution providers
- Research organizations
- Technology standard organizations, forums, alliances, and associations
- Technology investors
- Governments, financial institutions, and investment communities
- Analysts and strategic business planners
The main objectives of this study are as follows:
- To define, describe, and forecast the augmented reality (AR) and virtual reality (VR) market, in terms of value, based on component, technology, offering, device type, application, and region
- To define, describe, and forecast the AR and VR market, in terms of volume, based on device type
- To forecast the market size for various segments with regard to four main regions—North America, Europe, Asia Pacific, and Rest of the World (RoW)
- To provide detailed information regarding the major factors influencing the growth of the market (drivers, restraints, opportunities, and challenges)
- To strategically analyze micromarkets1 with respect to individual growth trends, prospects, and contributions to the overall market
- To forecast the shipments of AR & VR by technology from 2023 to 2028.
- To provide a detailed overview of the AR & VR value chain
- To strategically profile the key players and comprehensively analyze their market ranking in terms of revenue and core competencies
- To analyze the opportunities in the market for stakeholders by identifying high-growth segments in the AR and VR market
- To strategically profile key players, comprehensively analyze their core competencies2, and describe the competitive landscape of the market
- To provide detailed analysis of the ecosystem/ market map, technology analysis, pricing analysis, revenue shift, Porter’s five forces model, key stakeholders and buying criteria, case study analysis, trade analysis, patent analysis, key conferences and events and tariffs and regulations related to the AR & VR market.
- To analyze the micro markets with regard to industry trends, prospects, and contribution to the overall market
- To map competitive intelligence based on company profiles, strategies adopted by key players, and game-changing developments, such as product launches, partnerships, collaborations, and acquisitions undertaken in the AR & VR market
Available Customizations:
With the given market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:
- Country-wise Information for Asia Pacific
- Detailed analysis and profiling of additional market players (up to five)
Growth opportunities and latent adjacency in Augmented and Virtual Reality Market
We have developed a system to aid doctors with the patients analysis prior to surgery with the Oculus Rift VR-Device and now want to explore the potentials of the VR software for studying. To continue our research in the area of our interest, your report would be of great interest for us in order to gain more financing. I would therefore like to know if the report covers comprehensively the aspect of VR software and its use-cases mapped against the applications.
I am interested in your market forecast for Augmented/Virtual Reality. However, being an IT services company (particularly a system integration), I am more interested in finding out the market forecast for IT Services related to Augmented/Virtual Reality. Do you have this information in your report? Also, i would like to know if the report covers AR usage on mobile - market size, market potential/growth both in terms of current apps and consumer usage.
I am interested to understand the global trends and projects in the AR/VR market over the next 5-10 years and the major players in this space. I would also like to know the product offerings of the major industry players, their growth areas in all industries, their expertise of the technology, and reception from consumers. Does your report cover the aspect of competitive landscape in detail?
Hello, I would like to cite this report, but I cannot find the names of the authors. Who are they ?