HOME Top Market Reports Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022

Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022

By: marketsandmarkets.com
Publishing Date: May 2016
Report Code: SE 2288

 

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The global augmented reality market is expected to reach USD 117.40 Billion by 2022 at a CAGR of 75.72% during the forecast period. The global virtual reality market is expected to reach USD 33.90 Billion by 2022 at a CAGR of 57.84% during the forecast period. The use of hardware devices such as HMDs and head-up displays enabled with virtual reality technology are majorly used as they provide a fully-immersive experience and are suitable for multiple applications. The virtual reality market for the consumer vertical has been estimated to grow at the highest CAGR between 2016 and 2022. Software components for this report include software developer kits and software solutions; this market is projected to grow rapidly in the near future owing to the large application in almost all verticals. In this report, 2014 has been considered as the historical year, 2015 has been considered as the base year, and the period from 2016 to 2022 has been considered as the forecast period for the study of augmented reality and virtual reality market.

Top-down and bottom-up approaches have been considered to estimate the size of the augmented reality and virtual reality market. This research study involves an extensive usage of secondary sources, directories, and databases (such as Factiva and OneSource) to identify and collect information useful for technical, market-oriented, and commercial aspects of virtual reality technology. The points below explain the research methodology applied:

  • Study of annual and financial reports of top players, presentations, press releases, journals, paid databases, and interviews with industry experts has been included
  • Opportunities for stakeholders have been analyzed by identifying high-growth segments in the global virtual reality market.
  • Competitive developments such as joint ventures, mergers & acquisitions, new product developments, and research & development in the global virtual reality market have been analyzed.
  • All the percentage splits and segment breakdown of the market have been based on secondary and primary research.

The figure below shows the breakdown of primaries on the basis of companies, designations, and regions, conducted during the research study.

Augmented Reality and Virtual Reality Market

To know about the assumptions considered for the study, download the pdf brochure

ARVR Ecosystem:

This report provides valuable insights regarding  the augmented reality and virtual reality ecosystem that includes product developers and application developers, OEMs, system integrators, middleware and firmware providers, suppliers and distributors, camera manufacturers, software developers, smart glasses and wearables developers, sensor providers, and standardization & testing firms.

Target Audience:

  • Mobile manufacturers
  • Software providers
  • Research organizations and consulting companies
  • Associations, forums, and alliances related to augmented reality  and virtual reality
  • Investors
  • Key players (Google, Inc. (U.S.), Microsoft Corporation (U.S.), Oculus VR LLC (U.S.), Qualcomm Inc. (U.S.) and so on)

“Study answers several questions for the target audiences, primarily which market segments to focus in the next two to five years for prioritizing the efforts and investments.”

Scope of the Report:

This report categorizes the global market for augmented reality and virtual reality on the basis of technology, device type, component, application, and region.

On the basis of Technology:

  • Augmented Reality Technology
    • Marker-Based
      • Active Marker
      • Passive Marker
    • Markerless
      • Model-Based
      • Image Processing-Based
  • Virtual Reality Technology
    • Non-Immersive
    • Semi-Immersive
    • Fully-Immersive

On the Basis of Device Type:

  • Augmented Reality
    • Head-Mounted Displays
    • Head-Up Displays
    • Handheld Devices
  • Virtual Reality
    • Head-Mounted Displays
    • Gesture Tracking Devices
      • Data Gloves
      • Others
    • Projectors and Display Walls

On the Basis of Component:

  • Augmented Reality Components
    • Hardware
      • 3D Cameras
      • Sensors
        • Accelerometers
        • Gyroscopes
        • Magnetometers
        • Global Positioning  Systems (GPS)
        • Proximity Sensors
      •  Semiconductor Components
        • Controllers/processor s
        • Integrated Circuits
        • Others
      • Displays
    • Software
      • Software Developer Kits (SDK)
      • Cloud-Based Services
  • Virtual Reality Components
    • Hardware
      • Semiconductor Components
      • Sensors
        • 3D Sensors
        • Magnetometers
        • Accelerometers
        • Gyroscopes
        • Proximity Sensors
        • Other sensors
      • Displays
    • Software
      • Software Developer Kits (SDK)
      • Cloud-Based Services

On the Basis of Vertical:

  • Augmented Reality
    • Aerospace and Defense
    • Consumer
    • Medical
    • Commercial
    • Others
  • Virtual Reality
    • Consumer
    • Commercial
    • Aerospace and Defense
    • Medical
    • Industrial
    • Others

On the Basis of Geography:

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Rest of Europe(Russia, Portugal, Spain, Italy, Greece, and Norway)
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Rest of APAC (Macau, Singapore, Hong Kong, Australia, New Zealand, and Taiwan)
  • RoW
    •  Middle East and Africa
    • Latin America

Available Customizations

With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five)

Please click here to get the relevant report of Augmented Reality Market by Component (Sensor, Display, & Software), Display Type (Head Mounted, Head-Up, Handheld, & Spatial), Application (Aerospace & Defense, Consumer, Commercial), and Geography - Global Forecast to 2020

Please click here to get the relevant report of Virtual Reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014- 2020

Please click here to get the relevant report of Mobile Augmented Reality Market by Component (3D Cameras, Displays, Sensors, and Software), Application (Smartphones, Tablets, Personal Digital Assistants (PDA)/Game Consoles, Smart Glasses, and Wearables), Vertical, and Geography - Global Forecast to 2022

 

Table of Contents

1 Introduction (Page No. - 20)
    1.1 Objectives of the Study
    1.2 Market Definition
    1.3 Scope of the Study
           1.3.1 Markets Covered
           1.3.2 Years Considered for the Study
    1.4 Currency
    1.5 Limitations
    1.6 Stakeholders

2 Research Methodology (Page No. - 25)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 Key Data From Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Key Data From Primary Sources
                    2.1.2.2 Key Industry Insights
                    2.1.2.3 Breakdown of Primary Interviews
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
           2.2.2 Top-Down Approach
    2.3 Data Triangulation
    2.4 Research Assumptions

3 Executive Summary (Page No. - 34)

4 Premium Insights (Page No. - 41)
    4.1 Augmented Reality Market, 2016–2022 (USD Billion)
    4.2 Augmented Reality Market, By Hardware Component
    4.3 Augmented Reality Market, By Device Type
    4.4 APAC Expected to Emerge as A Fast-Growing Augmented Reality Market Between 2016 and 2022
    4.5 Virtual Reality Market, 2016–2022 (USD Billion)
    4.6 Virtual Reality Market in Asia-Pacific
    4.7 Virtual Reality Market: Developed vs Developing Markets, 2015 and 2022 (USD Million)
    4.8 Virtual Reality Market: Consumer and Commercial Verticals (2015)

5 Market Overview (Page No. - 45)
    5.1 Introduction
    5.2 Market Segmentation
           5.2.1 Virtual Reality Market, By Technology
           5.2.2 Augmented Reality Market, By Component
           5.2.3 Virtual Reality Market, By Component
           5.2.4 Augmented Reality Market, By Vertical
           5.2.5 Virtual Reality Market, By Vertical
           5.2.6 Augmented Reality and Virtual Reality Market, By Geography
    5.3 Market Dynamics: Augmented Reality Market
           5.3.1 Drivers
                    5.3.1.1 Increasing Demand for AR-Based Software Applications and Hardware Devices for 3D Visualization in Medical Sectors
                    5.3.1.2 Growing Interest of Large Tech Companies in Augmented Reality
                    5.3.1.3 Increase in the Demand for AR From E-Commerce and Retail Sectors
           5.3.2 Restraints
                    5.3.2.1 Development of AR Technology Dependent on Innovations in Computing and Digital Network Systems
                    5.3.2.2 Limited User Interface Affecting the Navigation Performance of Augmented Reality Applications
                    5.3.2.3 Limited Processing Power, Less Storage, and Restricted Size of Storage Devices
           5.3.3 Opportunities
                    5.3.3.1 Rising Investments in the Augmented Reality Market
                    5.3.3.2 Increasing Demand for AR Devices and Apps in Tourism and Medical Sectors
           5.3.4 Challenges
                    5.3.4.1 Low Adoption Due to Privacy Issues and Complexities in the Design
                    5.3.4.2 Reconfiguration of AR Applications for Different Platforms
    5.4 Market Dynamics: Virtual Reality Market
           5.4.1 Drivers
                    5.4.1.1 Penetration of Head-Mounted Displays (HMDs) in Gaming and Entertainment Sectors
                    5.4.1.2 Affordable Prices of Displays and Other Hardware Components in HMDs
           5.4.2 Restraints
                    5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
                    5.4.2.2 Low Resolution and Related Health Concerns
           5.4.3 Opportunities
                    5.4.3.1 Increasing Investment Pouring in the Virtual Reality Market
                    5.4.3.2 Opportunities in Medical and Healthcare for the Penetration of Head-Mounted Displays
                    5.4.3.3 Opportunities in Architecture and Design
           5.4.4 Challenges
                    5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems

6 Industry Trends (Page No. - 61)
    6.1 Introduction
    6.2 Value Chain Analysis: Augmented Reality and Virtual Reality
    6.3 Key Trends in the Augmented Reality Market
    6.4 Key Trends in the Virtual Reality Market
    6.5 Porter’s Five Forces Analysis
           6.5.1 Porter’s Five Forces Analysis of the Augmented Reality Market
                    6.5.1.1 Bargaining Power of Suppliers
                    6.5.1.2 Bargaining Power of Buyers
                    6.5.1.3 Threat of New Entrants
                    6.5.1.4 Threat of Substitutes
                    6.5.1.5 Intensity of Rivalry
           6.5.2 Porter’s Five Forces Analysis of Virtual Reality Market
                    6.5.2.1 Bargaining Power of Suppliers
                    6.5.2.2 Bargaining Power of Buyers
                    6.5.2.3 Threat of New Entrants
                    6.5.2.4 Threat of Substitutes
                    6.5.2.5 Intensity of Rivalry

7 Augmented Reality and Virtual Reality Market, By Technology (Page No. - 79)
    7.1 Introduction
    7.2 Augmented Reality Technology
           7.2.1 Marker-Based Augmented Reality
                    7.2.1.1 Passive Marker
                    7.2.1.2 Active Marker
           7.2.2 Markerless Augmented Reality
                    7.2.2.1 Model-Based Tracking
                    7.2.2.2 Image Processing-Based
    7.3 Virtual Reality Technology
           7.3.1 Non-Immersive Technology
           7.3.2 Semi-Immersive & Fully-Immersive Technologies

8 Augmented Reality and Virtual Reality Market, By Device Type (Page No. - 85)
    8.1 Introduction
    8.2 Augmented Reality Devices
           8.2.1 Head-Mounted Displays
           8.2.2 Head-Up Display (HUD)
           8.2.3 Handheld Device
    8.3 Virtual Reality Devices
           8.3.1 Head-Mounted Display (HMD)
           8.3.2 Gesture Control Device
                    8.3.2.1 Data Gloves
                    8.3.2.2 Others
           8.3.3 Projector & Display Wall

9 Augmented Reality and Virtual Reality Market, By Component (Page No. - 95)
    9.1 Introduction
    9.2 Augmented Reality and Virtual Reality Component
           9.2.1 Augmented Reality Component Market
           9.2.2 Virtual Reality Component Market
           9.2.3 Augmented Reality and Virtual Reality Hardware Component
                    9.2.3.1 3D Camera
                    9.2.3.2 Sensors
                               9.2.3.2.1 Accelerometer
                               9.2.3.2.2 Gyroscope
                               9.2.3.2.3 Magnetometer
                               9.2.3.2.4 Global Positioning Systems
                               9.2.3.2.5 Proximity Sensor
                    9.2.3.3 Semiconductor Component
                               9.2.3.3.1 Controller/Processor
                               9.2.3.3.2 Integrated Circuits
                    9.2.3.4 Displays
           9.2.4 Augmented Reality and Virtual Reality Software Component
                    9.2.4.1 Software Development Kits
                    9.2.4.2 Cloud-Based Services

10 Augmented Reality and Virtual Reality Market, By Vertical (Page No. - 104)
     10.1 Introduction
     10.2 Augmented Reality Applications
             10.2.1 Aerospace and Defense
             10.2.2 Consumer
                        10.2.2.1 Gaming
                        10.2.2.2 Sports and Entertainment
                                     10.2.2.2.1 Entertainment Applications
                                                    10.2.2.2.1.1 Museums (Archeology)
                                                    10.2.2.2.1.2 Theme Parks
                                                    10.2.2.2.1.3 Art Gallery and Exhibitions
                                                    10.2.2.2.1.4 Consumer Vertical Overall Review
             10.2.3 Medical
                        10.2.3.1 Medical Vertical
                                     10.2.3.1.1 Surgery
                                     10.2.3.1.2 Fitness Management
                                     10.2.3.1.3 Pharmacy Management
                                     10.2.3.1.4 Medical Training
                                     10.2.3.1.5 Medical Segment Overall Review
             10.2.4 Commercial
                        10.2.4.1 Tourism
                        10.2.4.2 E-Learning
                        10.2.4.3 E-Commerce & Marketing Applications
                                     10.2.4.3.1 Beauty (Cosmetics)
                                     10.2.4.3.2 Jewel Toning
                                     10.2.4.3.3 Apparel Fitting
                                     10.2.4.3.4 Furniture and Lighting Design
                                     10.2.4.3.5 Grocery Shopping
                                     10.2.4.3.6 Footwear
                                     10.2.4.3.7 Real Estate
                                     10.2.4.3.8 Commercial Vertical Overall Review
             10.2.5 Others
                        10.2.5.1 Automotive
                        10.2.5.2 Architecture and Building Design
                        10.2.5.3 Enterprise Solutions
                        10.2.5.4 Geospatial Mining
     10.3 Virtual Reality Applications
             10.3.1 Consumer
                        10.3.1.1 Gaming
             10.3.2 Commercial
                        10.3.2.1 Fashion
                        10.3.2.2 Advertisement
             10.3.3 Aerospace and Defense
             10.3.4 Medical
             10.3.5 Industrial
             10.3.6 Others

11 Augmented Reality and Virtual Reality Market, By Geography (Page No. - 156)
     11.1 Introduction
     11.2 North America
             11.2.1 U.S.
             11.2.2 Canada
             11.2.3 Mexico
     11.3 Europe
             11.3.1 U.K.
             11.3.2 Germany
             11.3.3 France
             11.3.4 Rest of Europe
     11.4 Asia-Pacific (APAC)
             11.4.1 China
             11.4.2 India
             11.4.3 South Korea
             11.4.4 Japan
             11.4.5 Rest of APAC
     11.5 Rest of the World (RoW)
             11.5.1 Middle East & Africa
             11.5.2 Latin America

12 Competitive Landscape (Page No. - 196)
     12.1 Introduction
     12.2 Market Ranking for Augmented Reality and Virtual Reality Market
     12.3 Competitive Scenario
             12.3.1 New Product Developments: Augmented Reality and Virtual Reality
             12.3.2 Agreements, Collaborations, Expansions & Partnerships
             12.3.3 Mergers & Acquisitions
             12.3.4 Others

13 Company Profile (Page No. - 211)
     13.1 Google Inc.
             13.1.1 Business Overview
             13.1.2 Products Offered
             13.1.3 Recent Developments
             13.1.4 MnM View
                        13.1.4.1 SWOT Analysis
     13.2 Microsoft Corporation
             13.2.1 Business Overview
             13.2.2 Products Offered
             13.2.3 Recent Developments
             13.2.4 MnM View
                        13.2.4.1 SWOT Analysis
     13.3 Vuzix Corporation
             13.3.1 Business Overview
             13.3.2 Products Offered
             13.3.3 Recent Developments
             13.3.4 MnM View
                        13.3.4.1 SWOT Analysis
     13.4 Samsung Electronics Co., Ltd.
             13.4.1 Business Overview
             13.4.2 Products Offered
             13.4.3 Recent Developments
             13.4.4 MnM View
                        13.4.4.1 SWOT Analysis
     13.5 Qualcomm Inc.
             13.5.1 Business Overview
             13.5.2 Products Offered
             13.5.3 Recent Developments
             13.5.4 MnM View
                        13.5.4.1 SWOT Analysis
     13.6 Oculus VR, LLC
             13.6.1 Business Overview
             13.6.2 Products Offered
             13.6.3 Recent Developments
             13.6.4 MnM View
                        13.6.4.1 SWOT Analysis
     13.7 EON Reality, Inc.
             13.7.1 Business Overview
             13.7.2 Products & Services Offered
             13.7.3 Recent Developments
             13.7.4 MnM View
                        13.7.4.1 SWOT Analysis
     13.8 Infinity Augmented Reality Inc.
             13.8.1 Business Overview
             13.8.2 Products Offered
             13.8.3 Recent Developments
             13.8.4 MnM View
                        13.8.4.1 SWOT Analysis
     13.9 Magic Leap, Inc.
             13.9.1 Business Overview
             13.9.2 Products Offered
             13.9.3 Recent Developments
     13.10 Blippar Inc.
             13.10.1 Business Overview
             13.10.2 Products Offered
             13.10.3 Recent Developments
     13.11 Daqri LLC
             13.11.1 Business Overview
             13.11.2 Products Offered
             13.11.3 Recent Developments
     13.12 Osterhout Design Group (ODG)
             13.12.1 Business Overview
             13.12.2 Products Offered
             13.12.3 Recent Developments
     13.13 Metaio GmbH
             13.13.1 Business Overview
             13.13.2 Products Offered
             13.13.3 Recent Developments
     13.14 Meta Company
             13.14.1 Business Overview
             13.14.2 Products Offered
             13.14.3 Recent Developments
     13.15 Cyberglove Systems LLC.
             13.15.1 Business Overview
             13.15.2 Products Offered
             13.15.3 Recent Developments

14 Appendix (Page No. - 246)
     14.1 Insights From Industry Experts
     14.2 Discussion Guide
     14.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
     14.4 Introducing RT: Real-Time Market Intelligence
     14.5 Available Customization
     14.6 Related Reports


List of Tables (156 Tables)

Table 1 Growing Demand in Automotive and Medical Applications is A Major Driver
Table 2 Devices With A Limited User Interface Likely to Hinder the Growth of the AR Market
Table 3 High Growth Potential for AR Through Mobile Devices in Tourism and Medical Sectors
Table 4 Privacy-Related Issues as Well as Ill Effects on Health Due to the Use of Augmented Reality—Major Challenges for Market Growth
Table 5 Growing Demand for Virtual Reality in Gaming and Entertainment Sectors
Table 6 Display Latency is A Major Issue Restraining the Growth of the Virtual Reality Market
Table 7 Emerging Applications of Virtual Reality Products in Healthcare
Table 8 to Identify the Level of Detail Necessary for A User to Accept Illusion is A Major Challenge
Table 9 Key Trends in the Augmented Reality Market
Table 10 Key Trends in the Virtual Reality Market
Table 11 Threat of New Entrants Likely to Have Maximum Impact on the Overall Augmented Reality Market
Table 12 Intensity of Rivalry and Bargaining Power of Buyers Had Major Impact on the Overall Virtual Reality Market
Table 13 Virtual Reality Market Size, By Technology, 2013-2022 (USD Million)
Table 14 Semi-Immersive & Fully-Immersive Virtual Reality Market Size, By Device, 2013-2022 (USD Million)
Table 15 Augmented Reality Market Size, By Device Type, 2013–2022, (USD Billion)
Table 16 Augmented Reality Market Size for HMDs, By Vertical, 2013–2022, (USD Billion)
Table 17 Augmented Reality Market Size for HUDs, By Vertical, 2013–2022, (USD Billion)
Table 18 Augmented Reality Market Size for Handheld Devices, By Vertical, 2013–2022, (USD Billion)
Table 19 Virtual Reality Market Size, By Device Type, 2013–2022 (USD Million)
Table 20 Virtual Reality Market Size for HMDs, By Vertical, 2013–2022 (USD Million)
Table 21 Virtual Reality Market Size for Gesture Control Devices, By Vertical, 2013–2022 (USD Million)
Table 22 Virtual Reality Market Size for Gesture Control Devices, By Type, 2013–2022 (USD Million)
Table 23 Virtual Reality Market Size for Projectors & Display Walls, By Vertical, 2013–2022 (USD Million)
Table 24 Augmented Reality Market Size, By Component, 2013–2022 (USD Billion)
Table 25 Augmented Reality Market Size, By Hardware, 2013–2022, (USD Billion)
Table 26 Virtual Reality Market Size, By Component, 2013–2022 (USD Billion)
Table 27 Virtual Reality Software Market Size, By Technology, 2013–2022 (USD Million)
Table 28 Global Augmented Reality Market Size, By Vertical, 2013–2022 (USD Billion)
Table 29 Global Augmented Reality Market Size for Aerospace and Defense Vertical, By Device Type, 2013–2022 (USD Billion)
Table 30 Global Augmented Reality Market Size for Aerospace and Defense Vertical, By Region, 2013–2022 (USD Billion)
Table 31 Augmented Reality Market Size for Aerospace and Defense Vertical in North America, By Country, 2013–2022 (USD Million)
Table 32 Augmented Reality Market Size for Aerospace and Defense Sector in Europe, By Country, 2013–2022 (USD Million)
Table 33 Augmented Reality Market Size for Aerospace and Defense Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 34 Augmented Reality Market Size for Aerospace and Defense Sector in RoW, By Region, 2013–2022 (USD Million)
Table 35 Augmented Reality Market Size for Consumer Vertical, By Device Type, 2013–2022 (USD Billion)
Table 36 Augmented Reality Market Size for Consumer Vertical, By Region, 2013–2022 (USD Billion)
Table 37 Augmented Reality Market Size for Consumer Vertical in North America, By Country, 2013–2022 (USD Billion)
Table 38 Augmented Reality Market Size for Consumer Vertical in Europe, By Country, 2013–2022 (USD Billion)
Table 39 Augmented Reality Market Size for Consumer Vertical in APAC , By Country, 2013–2022 (USD Billion)
Table 40 Augmented Reality Market Size for Consumer Vertical in RoW, By Region, 2013–2022 (USD Million)
Table 41 Global Augmented Reality Market for Consumer Vertical, By Application, 2013–2022 (USD Billion)
Table 42 Augmented Reality Market Size for Medical Vertical, By Device Type, 2013–2022 (USD Million)
Table 43 Augmented Reality Market Size for Medical Vertical, By Region, 2013–2022 (USD Million)
Table 44 Augmented Reality Market Size for Medical Vertical in North America, By Country, 2013–2022 (USD Million)
Table 45 Augmented Reality Market Size for Medical Vertical in Europe, By Country, 2013–2022 (USD Million)
Table 46 Augmented Reality Market Size for Medical Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 47 Augmented Reality Market Size for Medical Vertical in RoW, By Region, 2013–2022, (USD Million)
Table 48 Augmented Reality Market Size for Commercial Vertical, By Device Type, 2013–2022, (USD Million)
Table 49 Augmented Reality Market Size for Commercial Vertical, By Region, 2013–2022 (USD Billion)
Table 50 Augmented Reality Market Size for Commercial Vertical in North America, By Country, 2013–2022 (USD Million)
Table 51 Augmented Reality Market Size for Commercial Vertical in Europe, By Country, 2013–2022 (USD Million)
Table 52 Augmented Reality Market Size for Commercial Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 53 Augmented Reality Market Size for Commercial Vertical in RoW, By Region, 2013–2022 (USD Million)
Table 54 Augmented Reality Market for Commercial Vertical, By Application, 2013–2022 (USD Billion)
Table 55 Augmented Reality Market Size for Other Verticals, By Device Type, 2013–2022 (USD Billion)
Table 56 Augmented Reality Market Size for Other Verticals, By Region, 2013–2022 (USD Billion)
Table 57 Augmented Reality Market Size for Other Verticals in North America, By Country, 2013–2022 (USD Million)
Table 58 Augmented Reality Market Size for Other Verticals in Europe, By Country, 2013–2022, (USD Million)
Table 59 Augmented Reality Market Size for Other Verticals in APAC, By Country, 2013–2022, (USD Million)
Table 60 Augmented Reality Market Size for Other Verticals in RoW, By Region, 2013–2022 (USD Million)
Table 61 Global Augmented Reality Market for Other Vertical, By Application, 2013–2022, (USD Million)
Table 62 Virtual Reality Market Size, By Vertical, 2013–2022 (USD Million)
Table 63 Virtual Reality Market Size for Consumer Vertical, By Device Type, 2013–2022 (USD Million)
Table 64 Virtual Reality Market Size for Consumer Sector, By Region, 2013–2022 (USD Million)
Table 65 Virtual Reality Market Size for Consumer Vertical in North America, By Country, 2013–2022 (USD Million)
Table 66 Virtual Reality Market Size for Consumer Vertical in Europe, By Country, 2013–2022 (USD Million)
Table 67 Virtual Reality Market Size for Consumer Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 68 RoW: Virtual Reality Market Size for Consumer Sector, By Region, 2013–2022 (USD Million)
Table 69 Virtual Reality Market Size for Consumer Vertical, By Application, 2013–2022 (USD Million)
Table 70 Virtual Reality Market Size for Commercial Vertical, By Device Type, 2013–2022 (USD Million)
Table 71 Virtual Reality Market Size for Commercial Vertical, 2013–2022 (USD Million)
Table 72 Virtual Reality Market Size for Commercial Vertical, By Region, 2013–2022 (USD Million)
Table 73 Virtual Reality Market Size for Commercial Vertical in North America, By Country, 2013–2022 (USD Million)
Table 74 Virtual Reality Market Size for Commercial Vertical in Europe, By Country, 2013–2022 (USD Million)
Table 75 Virtual Reality Market Size for Commercial Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 76 Virtual Reality Market Size for Commercial Vertical in RoW, By Region, 2013–2022 (USD Million)
Table 77 Virtual Reality Market Size for Aerospace & Defense Vertical, By Device Type, 2013–2022 (USD Million)
Table 78 Virtual Reality Market Size for Aerospace & Defense Vertical, By Region, 2013–2022 (USD Million)
Table 79 Virtual Reality Market Size for Aerospace & Defense Vertical in North America, By Country, 2013–2022 (USD Million)
Table 80 Virtual Reality Market Size for Aerospace & Defense Vertical in Europe, By Country, 2013–2022 (USD Million)
Table 81 Virtual Reality Market Size for Aerospace & Defense Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 82 Virtual Reality Market Size for Aerospace & Defense Vertical in RoW, By Region, 2013–2022 (USD Million)
Table 83 Virtual Reality Market Size for Medical Vertical, By Device Type, 2013–2022 (USD Million)
Table 84 Virtual Reality Market Size for Medical Vertical, By Region, 2013–2022 (USD Million)
Table 85 Virtual Reality Market Size for Medical Vertical in North America, By Country , 2013–2022 (USD Million)
Table 86 Virtual Reality Market Size for Medical Vertical in Europe, By Country, 2013–2022 (USD Million)
Table 87 Virtual Reality Market Size for Medical Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 88 Virtual Reality Market Size for Medical Verticla in RoW, By Region, 2013–2022 (USD Million)
Table 89 Virtual Reality Market Size for Industrial Vertical, By Device Type, 2013–2022 (USD Million)
Table 90 Virtual Reality Market Size for Industrial Vertical, By Region, 2013–2022 (USD Million)
Table 91 Virtual Reality Market Size for Industrial Vertical in North America, By Country, 2013–2022 (USD Million)
Table 92 Virtual Reality Market Size for Industrial Vertical in Europe, By Country , 2013–2022 (USD Million)
Table 93 Virtual Reality Market Size for Industrial Vertical in APAC, By Country, 2013–2022 (USD Million)
Table 94 Virtual Reality Market Size for Industrial Vertical in RoW , By Region, 2013–2022 (USD Million)
Table 95 Virtual Reality Market Size for Other Verticals, By Device Type, 2013–2022 (USD Million)
Table 96 Virtual Reality Market Size for Other Verticals, By Region, 2013–2022 (USD Million)
Table 97 Virtual Reality Market Size for Other Verticals in North America, By Country, 2013–2022 (USD Million)
Table 98 Virtual Reality Market Size for Other Verticals in Europe, By Country, 2013–2022 (USD Million)
Table 99 Virtual Reality Market Size for Other Verticals in APAC, By Country, 2013–2022 (USD Million)
Table 100 Virtual Reality Market Size for Other Verticals in RoW, By Region, 2013–2022 (USD Million)
Table 101 Augmented Reality Market, By Region, 2013–2022 (USD Billion)
Table 102 Virtual Reality Market, By Region, 2013–2022 (USD Billion)
Table 103 Augmented Reality Market in North America, By Vertical, 2013–2022 (USD Billion)
Table 104 Virtual Reality Market in North America, By Vertical, 2013–2022 (USD Million)
Table 105 Augmented Reality Market in North America, By Country, 2013–2022 (USD Billion)
Table 106 Virtual Reality Market in North America, By Country, 2013–2022 (USD Million)
Table 107 Augmented Reality Market in the U.S., By Vertical, 2013–2022 (USD Billion)
Table 108 Virtual Reality Market in the U.S., By Vertical, 2013–2022 (USD Million)
Table 109 Augmented Reality Market in Canada, By Vertical, 2013–2022 (USD Million)
Table 110 Virtual Reality Market in Canada, By Vertical, 2013–2022 (USD Million)
Table 111 Augmented Reality Market in Mexico, By Vertical, 2013–2022 (USD Million)
Table 112 Virtual Reality Market in Mexico, By Vertical, 2013–2022 (USD Million)
Table 113 Augmented Reality Market in Europe, By Vertical, 2013–2022 (USD Billion)
Table 114 Virtual Reality Market in Europe, By Vertical, 2013–2022 (USD Million)
Table 115 Augmented Reality Market in Europe, By Country, 2013–2022 (USD Billion)
Table 116 Virtual Reality Market in Europe, By Country, 2013–2022 (USD Million)
Table 117 Augmented Reality Market in the U.K., By Vertical, 2013–2022 (USD Million)
Table 118 Virtual Reality Market in the U.K., By Vertical, 2013–2022 (USD Million)
Table 119 Augmented Reality Market in Germany, By Vertical, 2013–2022 (USD Million)
Table 120 Virtual Reality Market in Germany, By Vertical, 2013–2022 (USD Million)
Table 121 Augmented Reality Market in France, By Vertical, 2013–2022 (USD Million)
Table 122 Virtual Reality Market in France, By Vertical, 2013–2022 (USD Million)
Table 123 Augmented Reality Market in Rest of Europe, By Vertical, 2013–2022 (USD Million)
Table 124 Virtual Reality Market in Rest of Europe, By Vertical, 2013–2022 (USD Million)
Table 125 Augmented Reality Market in APAC, By Vertical, 2013–2022 (USD Billion)
Table 126 Virtual Reality Market in APAC, By Vertical, 2013–2022 (USD Million)
Table 127 Augmented Reality Market in APAC, By Country, 2013–2022 (USD Billion)
Table 128 Virtual Reality Market in APAC, By Country, 2013–2022 (USD Million)
Table 129 Augmented Reality Market in China, By Vertical, 2013–2022 (USD Million)
Table 130 Virtual Reality Market in China, By Vertical, 2013–2022 (USD Million)
Table 131 Augmented Reality Market in India, By Vertical, 2013–2022 (USD Million)
Table 132 Virtual Reality Market in India, By Vertical, 2013–2022 (USD Million)
Table 133 Augmented Reality Market in South Korea, By Vertical, 2013–2022 (USD Million)
Table 134 Virtual Reality Market in South Korea, By Vertical, 2013–2022 (USD Million)
Table 135 Augmented Reality Market in Japan, By Vertical, 2013–2022 (USD Million)
Table 136 Virtual Reality Market in Japan, By Vertical, 2013–2022 (USD Million)
Table 137 Augmented Reality Market in Rest of APAC, By Vertical, 2013–2022 (USD Million)
Table 138 Virtual Reality Market in Rest of APAC, By Vertical, 2013–2022 (USD Million)
Table 139 Augmented Reality Market in RoW, By Vertical, 2013–2022 (USD Million)
Table 140 Virtual Reality Market in RoW, By Vertical, 2013–2022 (USD Million)
Table 141 Augmented Reality Market in RoW, By Region, 2013–2022 (USD Million)
Table 142 Virtual Reality Market in RoW, By Region, 2013–2022 (USD Million)
Table 143 Augmented Reality Market in the Middle East & Africa, By Vertical, 2013–2022 (USD Million)
Table 144 Virtual Reality Market in the Middle East & Africa, By Vertical, 2013–2022 (USD Million)
Table 145 Augmented Reality Market in Latin America, By Vertical, 2013–2022 (USD Million)
Table 146 Virtual Reality Market in Latin America, By Vertical, 2013–2022 (USD Million)
Table 147 Market Ranking of Top 5 Players in Augmented Reality Market
Table 148 Market Ranking of Top 5 Players in Virtual Reality Market
Table 149 New Product Developments: Augmented Reality, 2012–2016
Table 150 New Product Developments: Virtual Reality, 2012–2016
Table 151 Expansions and (Agreement, Collaborations and Partnership): Augmented Reality, 2012–2016
Table 152 Expansions and (Agreement, Collaborations and Partnership): Virtual Reality, 2012–2016
Table 153 Mergers & Acquisitions: Augmented Reality, 2012–2016
Table 154 Mergers & Acquisitions: Virtual Reality, 2012–2016
Table 155 Others: Augmented Reality, 2012–2016
Table 156 Others: Virtual Reality, 2012–2016


List of Figures (74 Figures)

Figure 1 Markets Covered: Augmented Reality
Figure 2 Markets Covered: Virtual Reality
Figure 3 Augmented Reality Market: Research Design
Figure 4 Virtual Reality Market: Research Design
Figure 5 Market Size Estimation Methodology: Bottom-Up Approach
Figure 6 Market Size Estimation Methodology: Top-Down Approach
Figure 7 Data Triangulation
Figure 8 Augmented Reality and Virtual Reality Market, 2013–2022 (USD Billion)
Figure 9 Augmented Reality Market, By Hardware (2013–2022)
Figure 10 Virtual Reality Market, By Device, 2015 vs 2022
Figure 11 Consumer Sector Expected to Witness Highest Growth in Virtual Reality Between 2016 and 2022
Figure 12 Commercial Sector Expected to Witness Highest Growth in Augmented Reality Between 2016 and 2022
Figure 13 North America Had Highest Market Share for Virtual Reality in 2015
Figure 14 North America Had Highest Market Share for Augmented Reality in 2015
Figure 15 Attractive Opportunities for Augmented Reality Market
Figure 16 Augmented Reality Hardware Market for Displays Expected to Grow at A High Rate Between 2016 and 2022
Figure 17 Handheld Displays Expected to Have Largest Market in 2022
Figure 18 China and Japan to Emerge as Fastest-Growing Markets (2016 –2022)
Figure 19 Attractive Opportunities for the Virtual Reality Market (2016–2022)
Figure 20 China Expected to Account for Largest Share of Market in APAC, By 2022
Figure 21 U.S. Expected to Be the Largest Market, By 2022
Figure 22 Consumer Vertical to Have A Promising Future in APAC Between 2016 and 2022
Figure 23 Augmented Reality and Virtual Reality Markets, By Geography
Figure 24 Demand for AR Applications in Medical and Retail Sectors Would Drive the Growth of the AR Market
Figure 25 Affordable Hardware With Penetration of Head-Mounted Displays (HMD) in Various Applications is A Driving Force for the Growth of the VR Market
Figure 26 Value Chain Analysis of Augmented Reality and Virtual Reality (2015): Major Value Added During Research & Product Development and Manufacturing Stages
Figure 27 Porter’s Five Forces Analysis: Threat of New Entrants to Have the Highest Impact
Figure 28 Augmented Reality Market: Porter’s Five Forces Analysis
Figure 29 Bargaining Power of Suppliers High Owing to A High Number of Suppliers in the Market and Their Financial Power
Figure 30 Bargaining Power of Buyers Was Medium Because of Low Price Sensitivity and High Product Differentiation
Figure 31 High Impact Due to Competitive Market Space With High Capital Requirements
Figure 32 Low Impact Due to Less No Direct Substitutes
Figure 33 Increase in the Number of Patent Filings Have A High Impact on the Intensity of Rivalry
Figure 34 Porter’s Five Forces Analysis:Bargaining Power of Buyers Had the Highest Impact
Figure 35 Virtual Reality Market: Porter’s Five Forces Analysis
Figure 36 Increase in the Number of Suppliers Would Reduce Their Bargaining Power
Figure 37 Bargaining Power of Buyers is High Because of the Increase in the Number of Suppliers in the Market
Figure 38 High Capital Requirement is A Major Challenge for New Entrants
Figure 39 Threat of Substitutes has A Medium Impact Due to High Prices and Moderate Availability of Substitutes
Figure 40 Intensity of Rivalry is High Due to A High Number of Existing Players
Figure 41 Augmented Reality Market, By Technology
Figure 42 Virtual Reality Market, By Technology
Figure 43 Market for Semi-Immersive and Fully-Immersive Technology Expected to Grow at A High CAGR Between 2016 and 2022
Figure 44 Market for Head-Mounted Displays Expected to Grow at A High Rate Between 2016 and 2022
Figure 45 Augmented Reality Market: Software Component vs Hardware Component (2016 and 2022)
Figure 46 Software Market is Projected to Grow Rapidly Between 2016 and 2022
Figure 47 Consumer Application Likely to Witness Highest Growth By 2022
Figure 48 Geographic Snapshot: APAC to Witness the Highest Growth Rate During the Forecast Period
Figure 49 The U.S. is Estimated to Lead the Augmented Reality Market Between 2016 and 2022
Figure 50 The U.S. to Lead the Virtual Reality Market Between 2016 and 2022
Figure 51 North American Augmented Reality Market Overview, 2015
Figure 52 North American Virtual Reality Market Overview, 2015
Figure 53 European Augmented Reality Market Overview, 2015
Figure 54 European Virtual Reality Market Overview, 2015
Figure 55 APAC Augmented Reality Market Overview, 2015
Figure 56 APAC Virtual Reality Market Overview, 2015
Figure 57 Companies Adopted New Product Development as the Key Growth Strategy From 2012 to 2016
Figure 58 Product Analysis of Major Companies in Augmented Reality and Virtual Reality Market
Figure 59 Market Evaluation Framework—New Product Development Fueled Market Growth Between 2012 and 2016
Figure 60 Battle for Market Share in Augmented Reality: New Product Development Was the Key Strategy
Figure 61 Battle for Market Share in Virtual Reality Market: New Product Developments and Partnerships & Collaborations Were the Key Strategies
Figure 62 Google Inc.: Company Snapshot
Figure 63 Google Inc.: SWOT Analyses
Figure 64 Microsoft Coproration: Company Snapshot
Figure 65 Microsoft Corporation: SWOT Analysis
Figure 66 Vuzix Corporation: Company Snapshot
Figure 67 Vuzix Corporation: SWOT Analysis
Figure 68 Samsung Electronics Co., Ltd: Company Snapshot
Figure 69 Samsung Electronics Co. Ltd.: SWOT Analysis
Figure 70 Qualcomm Inc.: Company Snapshot
Figure 71 Qualcomm Inc.: SWOT Analysis
Figure 72 Oculus VR, LLC: SWOT Analysis
Figure 73 EON Reality, Inc.: SWOT Analysis
Figure 74 Infinity Augmented Reality Inc.: SWOT Analysis

The global augmented reality market is expected to reach USD 117.40 Billion by 2022 at a CAGR of 75.72% during the forecast period. The market holds a great potential in retail and e-commerce sectors. Smartphones enabled with AR devices are expected to propel the growth of the augmented reality market in the future. The virtual reality market is expected to reach USD 33.90 Billion by 2022, at a CAGR of 57.84% during the forecast period. The growing market for head mounted displays in gaming and entertainment sectors is a driving factor for the dynamic growth of the VR market.

The growing demand of augmented reality technology in verticals such as consumer, commercial, and medical would help in the growth of the AR market. The AR market for consumer vertical is expected to hold the largest market share. AR applications provide digital information and 3D visualization of physical objects and hence are used in gaming and entertainment applications. The market for the commercial vertical is expected to grow at a high CAGR during the forecast period. The commercial vertical includes retail, marketing, and tourism among others. AR in this sector is used for advertising and marketing products.

In the virtual world, a user can navigate through simulated 3D images, interact with objects, and be immersed completely in that environment. Eventually, with the development of better software, hardware, and motion-control and tracking technologies, virtual reality technology would be enhanced further. Initially, VR was used in entertainment and aerospace & defense applications, now it is being used in gaming, industrial, medical, commercial, education, and many other applications. The consumer vertical holds the largest market share. The consumer vertical includes gaming and entertainment applications. The augmented reality and virtual reality market for software components is expected to grow at a high rate. The software component comprises software developer kits (SDKs) that are used for various operating system platforms with HMDs. Hence the demand for software components is expected to increase.

Augmented Reality and Virtual Reality Market

The augmented reality and virtual reality market in APAC is expected to grow rapidly. The increase in start-ups in this region would help in the dynamic growth of the AR and VR market. Also, the growing demand for AR and VR in consumer and commercial verticals would be the driving factor for the market growth in APAC.

Microsoft Corporation (U.S.), Google Inc. (U.S.), and Oculus VR (U.S.) are few major key players in the AR and VR market. They adopt various strategies such as acquisitions, partnerships, and collaborations to expand their product portfolio and increase their market share.

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