Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market by Offering (Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography - Global Forecast to 2023

Report Code: SE 2288 Feb, 2018, by marketsandmarkets.com
COVID-19

Get in-depth analysis of the COVID-19 impact on the Augmented Reality and Virtual Reality Market

Benchmarking the rapid strategy shifts of the Top 100 companies in the Augmented Reality and Virtual Reality Market

Request For Special Pricing

[249 Pages Report] Augmented Reality (AR) technology permits computer-generated data or imagery to overlay physical objects accurately in real-time. AR enhances the perception of users, and the provided information helps them perform the tasks in the real world. AR works on components such as displays, sensors, and embedded electronic components. It has several uses, especially in application areas such as gaming and entertainment, enterprise, retail, healthcare, and automotive.

Virtual Reality (VR) technology provides the user with a virtual environment with the help of computer hardware and software. It provides a fully immersive environment in which the user can interact with objects similar to those in the real world. The VR technology works on components such as gesture recognition systems, sensors, and embedded electronic components. The processor helps to execute the input and gives the user an output in which the user can perceive that the object is a part of the environment.

The augmented reality market was valued at USD 4.21 billion in 2017 and is expected to reach USD 60.55 billion by 2023, at a CAGR of 40.29%, between 2018 and 2023. The virtual reality market was valued at USD 5.12 billion in 2017 and is expected to reach USD 34.08 billion by 2023, at a CAGR of 33.95%, between 2018 and 2023.

Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market

By offering, the hardware segment is expected to dominate the augmented reality market during the forecast period

Increasing penetration of AR software solutions and its compatibility with existing hardware devices is expected to help the growth of the market for software, thereby driving the AR market during the forecast period. The demand for software is set to grow because of the high adoption boost provided by apps and platforms in the AR space. The reduction in the growth rate of the augmented reality market for software is due to the high availability of software in the market. This will increase the demand for AR hardware devices during the forecast period. Therefore, the augmented reality market for hardware is expected to witness high growth during the forecast period.

By offering, the hardware segment to dominate the virtual reality market during the forecast period

The VR market for hardware currently leads to the virtual reality market space. Companies such as Oculus, Sony, Samsung, HTC, and Google have been active enough in the VR hardware space, and the availability of VR hardware from these companies has helped in the growth of the VR market for hardware. Currently, virtual reality hardware devices are readily available in the market; however, there would be an increase in the need for content creation for VR hardware shortly. This would, in turn, drive a higher growth of the virtual reality market for software during the forecast period. The demand for VR software is expected to surpass the VR market for hardware by 2023.

By application, enterprise application expected to witness the highest growth in the augmented reality market during the forecast period

The enterprise application is set to witness high growth due to the increased adoption of AR smart glasses in the manufacturing sector. In contrast, consumer application growth is due to the use of AR apps in gaming and entertainment.

Augmented Reality and Virtual Reality Market

By application, consumer application expected to lead the virtual reality market during the forecast period

In the virtual reality market, the consumer sector, which includes gaming and entertainment applications, held the largest share because of the high penetration of this sector in the gaming industry. The immersive technology provided with the use of VR in gaming and entertainment takes a user into a whole new virtual world. Consumer applications will lead the virtual reality market growth during the forecast period.

Augmented Reality and Virtual Reality Market

APAC to dominate the AR and the VR Market by 2023

APAC comprises China, Japan, India, South Korea, and Rest of APAC. Being an emerging economy, APAC is witnessing significant changes in the adoption of new technologies and advancements. Owing to the presence of several display panel manufacturers in the region, APAC witnesses an increasing adoption of the latest technologies.

Consumer electronics, retail, BFSI, healthcare, transportation, and sports and entertainment industries are expected to contribute substantially to the growth of the AR and VR market in APAC. These industries offer enormous potential for the AR and VR market because of the increasing awareness among consumers and the rising adoption of new technologies in various sectors, especially in countries such as China, India, and South Korea.

The AR and VR market in APAC is expected to grow at a high rate in sectors such as healthcare, commercial, and consumer. The increasing number of players in the region would boost the growth of the AR and VR market. The high growth in commercial and consumer markets is the primary factor driving the growth of the AR and VR market in APAC.

Market Dynamics: Augmented Reality (AR) Market

Driver: Increasing demand for AR devices in patient-care management, and medical training and education

AR plays a vital role in this sector. AR can be used to help doctors view the virtual condition of the patient’s body parts, and is likely to help surgeons to conduct minimally invasive surgery. The use of AR modeling and 3D visualization would be of great help to the healthcare sector. The use of AR for improving fitness, teaching complex subjects to healthcare students, training doctors, managing pharmacy, and caring and supporting patients after they are discharged from the hospital is driving the growth of the AR market.

For instance, Case Western and Cleveland Clinic entered into a new venture to bring in 3D content into the real world for healthcare education via AR using Microsoft HoloLens. Touch Surgery (US) provides an opportunity for doctors to use AR in the operating room. It could be used to enhance the workflow of the surgeons in the operating room. Also, the doctors can dial in an expert for tele-support.

Restraint: Limited user interface (UI) affecting the navigation performance of AR applications

Navigation is one of the most natural-fit applications for AR. The car navigation-related applications will have a high demand in the market. However, the adoption of AR applications for travel and tourism is difficult because of the poor quality user interface in the device. The small screen size of mobile phones and incompatible user interface leads to limited access with defined boundaries, which is expected to affect the navigation view. At present, this driver has a high impact, and the trend is expected to be medium in the next 3–4 years.

Opportunity: Increasing demand for AR applications in architecture

The increasing demand for AR in architecture would be a major driving factor for the growth of AR. AR can be used to project digital information on architectural models. It can also be used to experience the interior of a building even before its construction. This will help the architects get a virtual image of the project. Streamlining the construction process is another application in the construction industry using AR. In architecture, AR systems are used for interior design applications through which a user can transform 2D drawings into 3D physical models and digital simulations. AR-based architecture applications help the user choose an accurate model or design before construction by looking at it in a 3D way. A head-mounted display (HMD) can be used for site surveying and also for determining the location of underground cables. It can also be used as a visualization tool to track how the building responds to the surroundings.

Challenge: Overcoming social constraints to increase the adoption rate

AR is an emerging technology. Some AR applications have features through which a user can see details of any person in social media. AR is the collapse of social nuance and is perceived as the end of personal privacy. Users do not accept the uncomfortable and futuristic design of AR devices.

Smart glasses or HMDs work as computer screens extremely close to the user’s eye, which could adversely affect the retina or produce eye strain and headache. Due to its impact on health, users are not ready to accept this product easily. The awareness of product safety has to reach the masses; only then the acceptance level would increase.

Market Dynamics: Virtual Reality (VR) Market

Driver: Penetration of HMDs in the gaming and entertainment sector

The use of HMDs has been high in the gaming and entertainment sector. The gaming industry has had a technological evolution with the emergence of VR and 3D technology. The use of HMDs has helped to get a fully immersive experience for the users and has taken the gaming experience to the next level. The flawless transition achieved with the use of VR HMDs has helped bring in a unique and enhanced experience to the users. HMDs have a high penetration rate in the video gaming sector. Video game users prefer HMDs for enriching expertise and entertainment. HMDs project digital images, enabling a 3D view, which enhances the user experience. Therefore, the growing gaming sector would drive the growth of the market for HMDs and, in turn, the VR. This market growth is expected, especially in North America and Europe.

Restraint: Display latency and energy consumption affects the overall performance of VR devices

The prime function of VR-enabled devices is to generate images from a dynamic or a static source. Latency can be defined as any delay that increases the real or perceived response time compared with the required response time. Certain factors, such as an imbalance in data processing speed between the microprocessor and input or output devices, can cause latency in VR applications. Users perceive the quality of the equipment based on image quality it displays. A delay in the projection degrades the overall quality of VR-enabled devices.

There will be a deviation of location from the exact position if there is an issue in the measurement of the viewpoint. Thus, the VR system requires a minimal latency to maintain the virtual entity at a stable position. The virtual object should not delay over 15 milliseconds while adapting to a new situation as it causes variation in the position of objects.

Energy consumption is another problem in VR applications. Consumers, especially in the gaming sector, require gadgets with long battery life. Sensors and other network interfaces also consume energy. Due to these complications, VR systems cannot be operated for a long duration.

Opportunity: Penetration of HMDs in healthcare and architectural applications

VR is gradually being used for practical purposes. In the medical vertical, HMDs are primarily used in medical training applications. This technology is rapidly gaining importance among medical professionals and is expected to play an essential role in assisting doctors and surgeons shortly. VR technologies find major application in the architecture and design segment. Building Information Modeling (BIM) is used in the architecture and design sector to get a 3D view of building design and surrounding spaces. This gives a clear view and reduces errors and costs during the construction phase by using VR visualization models.

Challenge: Developing user-friendly VR systems

VR technology suppliers and developers face the challenge of developing user-friendly VR and tracking systems. A user-friendly virtual environment allows a user to navigate and interact with objects in the virtual environment easily. The VR system is a combination of hardware and software components. VR devices track a user’s movements through different sensors and array them on the virtual display. The development of VR software and virtual content is a challenging task for developers as the virtual content displayed must satisfy the user’s needs. This would ensure easy acceptance and increase the penetration of VR devices among the masses.

Scope of the Report: Augmented Reality (AR) & Virtual Reality (VR) Market

Report Metric

Details

Market size available for years

2015–2023

Base year considered

2017

Forecast period

2018-2023

Forecast units

USD Million (Value)

Segments covered

Technology, Device Type, Offering, Application, and Region

Geographies covered

North America, Europe, Asia Pacific, and RoW

Companies covered

Google (US), PTC (US), Microsoft (US), HTC (Taiwan), Oculus (US), Sony (Japan), Samsung Electronics (South Korea), Wikitude (Austria), DAQRI (US), Zugara (US), Blippar (UK), Magic Leap (US), Osterhout Design Group (US), Upskill (US), Continental (Germany), Visteon (US), EON Reality (US), Vuzix (US), Zugara (US), and MAXST (South Korea). Continental (Germany), Visteon (US), EON Reality (US), Vuzix (US), Zugara (US), and MAXST (South Korea).

In this report, the augmented reality and virtual reality market have been segmented as follows:

Augmented Reality Market, by Technology

  • Marker-Based Augmented Reality
    • Passive Marker
    • Active Marker
  • Marker-less Augmented Reality
    • Model-Based Tracking
    • Image-Based Processing

Virtual Reality Market, by Technology

  • Non-immersive
  • Semi- and Fully Immersive

Augmented Reality and Virtual Reality Market by Offering

  • Hardware
    • Sensors
    • Semiconductor Components
    • Displays & Projectors
    • Position Trackers
    • Cameras
    • Others
  • Software
    • Software Development Kits
    • Cloud-Based Services
    • AR Software Functions
      • Remote Collaboration
      • Workflow Optimization
      • Documentation
      • Visualization
      • 3D Modeling
      • Navigation
    • VR Content Creation

Augmented Reality Market, by Device Type

  • Head-Mounted Display (HMD)
  • Head-Up Display (HUD)
  • Handheld Device

Virtual Reality Market, by Device Type

  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device
  • Projector and Display Wall

Augmented Reality Market, by Application

  • Consumer
    • Gaming
    • Sports and Entertainment
      • Entertainment Applications
        • Museums (Archaeology)
        • Theme Parks
        • Art Gallery and Exhibitions
  • Commercial
    • Tourism and Sightseeing
    • E-Learning
    • Retail & E-commerce
      • Jewelry
      • Beauty & Cosmetics
      • Apparel Fitting
      • Furniture & Lighting Design
      • Grocery Shopping
      • Footwear
  • Enterprise
  • Healthcare
    • Surgery
    • Fitness Management
    • Patient Care Management
    • Pharmacy Management
    • Medical Training & Education
    • Others
  • Aerospace and Defense
  • Energy
  • Automotive
  • Others
    • Agriculture
    • Construction
    • Transportation and Logistics
    • Public Safety
    • Telecom and IT/Data Centers

Virtual Reality Market, by Application

  • Consumer
    • Gaming and Entertainment
      • Sports
  • Commercial
    • Retail
    • Education & Training
    • Travel & Tourism
    • Advertising
  • Enterprise
  • Healthcare
    • Surgery
    • Fitness Management
    • Pharmacy Management
    • Medical Training & Education
    • Patient Care Management
  • Aerospace & Defense
  • Others
    • Automotive
    • Real Estate (Architecture and Building Design)
    • Geospatial Mining

By Region

  • North America (US, Canada, Mexico)
  • Europe (UK, Germany, France, Rest of Europe)
  • Asia Pacific (China, Japan, India, South Korea, Rest of APAC)
  • Rest of the World (the Middle East & Africa, South America)

Key Market Players

Google (US), PTC (US), Microsoft (US), HTC (Taiwan), Sony (Japan)

Recent Developments

  • In January 2018, Oculus announced its new standalone VR headset in collaboration with Xiaomi and Qualcomm. This headset is mainly targeted for the Chinese market and will have reduced pricing than Rift.
  • In January 2018, HTC launched Vive Pro aimed at hardcore gamers and the enterprise sector. The newly released additional features of the product include dual-OLED displays and higher resolution.
  • In November 2017, Microsoft expanded the availability of HoloLens to 29 new European markets. With this expansion, HoloLens is likely to be available in 39 markets soon, thereby helping the company to strengthen its footprint in Europe further.
  • In August 2017, Google launched a new SDK termed ARCore. This SDK will be available for developers to render AR capabilities on Android phones.
  • In August 2017, Samsung launched a new Gear VR that is compatible with the newly launched Galaxy Note 8 smartphone.

Key Questions Addressed by the Report

  • Which major applications will adopt AR-VR technology to boost its market share?
  • What are the limitations faced by AR-VR technology? How do these limitations impact the market share during the forecast period?
  • Which sub-segments of the AR-VR Market will dominate the market in the future?
  • How will Augmented Reality change the software and smartphone interface market?
  • How will Virtual Reality transform the gaming and entertainment experience?
  • How will APAC boost the AR-VR market during the forecast period? Which factors will drive the growth of the APAC market in the future?
  • Which major market players will be dominant in the AR-VR market during the forecast period? Which strategies adopted by them will boost the growth of the AR-VR market during the forecast period?

Frequently Asked Questions (FAQ):

To speak to our analyst for a discussion on the above findings, click Speak to Analyst

Table of Contents

1 Introduction (Page No. - 20)
    1.1 Objectives of the Study
    1.2 Definition
    1.3 Study Scope
           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. - 24)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Primary Interviews With Experts
                    2.1.2.2 Breakdown of Primaries
                    2.1.2.3 Key Data From Primary Sources
           2.1.3 Secondary and Primary Research
                    2.1.3.1 Key Industry Insights
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
           2.2.2 Top-Down Approach
    2.3 Market Breakdown & Data Triangulation
    2.4 Research Assumptions

3 Executive Summary (Page No. - 35)

4 Premium Insights (Page No. - 42)
    4.1 Augmented Reality Market, 2017–2023 (USD Billion)
    4.2 Virtual Reality Market, 2017–2023 (USD Billion)
    4.3 Virtual Reality Market in APAC
    4.4 Virtual Reality Market: Developed vs Developing Markets, 2017 and 2023 (USD Billion)
    4.5 Augmented Reality Market Analysis, By Country (2018–2023)
    4.6 Augmented Reality Market, By Application (USD Million)
    4.7 VR Market, By Device Type

5 Market Overview (Page No. - 46)
    5.1 Introduction
    5.2 History and Evolution of AR and VR Technology
    5.3 Market Dynamics: AR Market
           5.3.1 Drivers
                    5.3.1.1 Increasing Demand for AR Devices in Patient Care Management, and Medical Training and Education
                    5.3.1.2 Trend of Online Shopping has Increased the Demand for AR in Retail and E-Commerce
                    5.3.1.3 Increased Interest of Tech Giants in the AR Market has Resulted in an Upsurge of Investment
           5.3.2 Restraints
                    5.3.2.1 Limited User Interface (UI) Affecting Navigation Performance of AR Applications
                    5.3.2.2 Limited Processing Power, Less Storage, and Restricted Size of Memory Card in Mobile Phones
                    5.3.2.3 Varied Infrastructure Quality of Digital Network Will Restrain the Growth of AR
           5.3.3 Opportunities
                    5.3.3.1 Increasing Demand to Portray Digital Information Using AR in Architecture
                    5.3.3.2 Opportunity in the Enterprise Industry With Increased Trend of Smart Manufacturing
                    5.3.3.3 High Growth of the Travel and Tourism Industry Will Boost the Growth of the AR Market
           5.3.4 Challenges
                    5.3.4.1 Overcoming Social Challenges to Increase the Adoption Rate
                    5.3.4.2 Reconfiguration of Applications for Different Platforms
    5.4 Market Dynamics: VR Market
           5.4.1 Drivers
                    5.4.1.1 Penetration of Hmds in the Gaming and Entertainment Sector
                    5.4.1.2 Huge Investments in the VR Market
                    5.4.1.3 Advancement of Technology and Growing Digitization
                    5.4.1.4 Availability of Affordable VR Devices
           5.4.2 Restraints
                    5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of VR Devices
                    5.4.2.2 Health Concerns Relating to Low Resolution and Lack of Movement
           5.4.3 Opportunities
                    5.4.3.1 Penetration of Hmds in Healthcare and Architectural Applications
                    5.4.3.2 Use of VR in Aerospace & Defense for Training and Simulation
           5.4.4 Challenges
                    5.4.4.1 Developing User-Friendly VR Systems
    5.5 Value Chain Analysis

6 Augmented Reality and Virtual Reality Market, By Technology (Page No. - 57)
    6.1 Introduction
    6.2 Augmented Reality Technology
           6.2.1 Marker-Based Augmented Reality
                    6.2.1.1 Passive Marker
                    6.2.1.2 Active Marker
           6.2.2 Markerless Augmented Reality
                    6.2.2.1 Model-Based Tracking
                    6.2.2.2 Image-Based Processing
    6.3 Virtual Reality Technology
           6.3.1 Nonimmersive Technology
           6.3.2 Semi-Immersive and Fully Immersive Technology

7 Augmented Reality and Virtual Reality Market, By Offering (Page No. - 63)
    7.1 Introduction
           7.1.1 Hardware
                    7.1.1.1 Sensors
                               7.1.1.1.1 Accelerometer
                               7.1.1.1.2 Gyroscope
                               7.1.1.1.3 Magnetometer
                               7.1.1.1.4 Proximity Sensor
                    7.1.1.2 Semiconductor Component
                               7.1.1.2.1 Controller and Processor
                               7.1.1.2.2 Integrated Circuits
                    7.1.1.3 Displays and Projectors
                    7.1.1.4 Position Trackers
                    7.1.1.5 Cameras
                    7.1.1.6 Others
    7.2 Software
           7.2.1 Introduction
                    7.2.1.1 Software Development Kits
                    7.2.1.2 Cloud-Based Services
           7.2.2 AR Software
                    7.2.2.1 AR Remote Collaboration
                    7.2.2.2 Workflow Optimization
                    7.2.2.3 Documentation
                    7.2.2.4 Visualization
                    7.2.2.5 3d Modeling
                    7.2.2.6 Navigation
           7.2.3 VR Content Creation

8 Augmented Reality and Virtual Reality Market, By Device Type (Page No. - 76)
    8.1 Introduction
    8.2 Augmented Reality Devices
           8.2.1 Head-Mounted Display
                    8.2.1.1 AR Smart Glasses
                    8.2.1.2 Smart Helmets
           8.2.2 Head-Up Display
           8.2.3 Handheld Device
    8.3 Virtual Reality Devices
           8.3.1 Head-Mounted Display
           8.3.2 Gesture-Tracking 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 Application (Page No. - 89)
    9.1 Introduction
    9.2 Augmented Reality Applications
           9.2.1 Consumer
                    9.2.1.1 Gaming
                    9.2.1.2 Sports & Entertainment
                               9.2.1.2.1 Entertainment Applications
                                             9.2.1.2.1.1 Museums (Archaeology)
                                             9.2.1.2.1.2 Theme Parks
                                             9.2.1.2.1.3 Art Gallery & Exhibitions
                    9.2.1.3 Use-Cases in Consumer
           9.2.2 Commercial
                    9.2.2.1 Tourism & Sightseeing
                    9.2.2.2 E-Learning
                    9.2.2.3 Retail & E-Commerce
                               9.2.2.3.1 Jewelry
                               9.2.2.3.2 Beauty & Cosmetics
                               9.2.2.3.3 Apparel Fitting
                               9.2.2.3.4 Furniture & Lighting Design
                               9.2.2.3.5 Grocery Shopping
                               9.2.2.3.6 Footwear
                    9.2.2.4 Use-Cases in Commercial
           9.2.3 Enterprise
                    9.2.3.1 Use-Cases in Enterprise
           9.2.4 Healthcare
                    9.2.4.1 Surgery
                    9.2.4.2 Fitness Management
                    9.2.4.3 Patient Care Management
                    9.2.4.4 Pharmacy Management
                    9.2.4.5 Medical Training and Education
                    9.2.4.6 Others
                    9.2.4.7 Use-Cases in Healthcare
           9.2.5 Aerospace & Defense
                    9.2.5.1 Use-Cases in Aerospace & Defense
           9.2.6 Energy
                    9.2.6.1 Use-Cases in Energy
           9.2.7 Automotive
                    9.2.7.1 Use-Cases in Automotive
           9.2.8 Others
                    9.2.8.1 Agriculture
                    9.2.8.2 Construction
                    9.2.8.3 Transportation and Logistics
                    9.2.8.4 Public Safety
                    9.2.8.5 Telecom and It/Data Centers
                    9.2.8.6 Use-Cases in Other Applications
    9.3 Virtual Reality Applications
           9.3.1 Consumer
                    9.3.1.1 Gaming and Entertainment
                               9.3.1.1.1 Sports
                    9.3.1.2 Use-Cases in Consumer
           9.3.2 Commercial
                    9.3.2.1 Retail
                    9.3.2.2 Education and Training
                    9.3.2.3 Travel and Tourism
                    9.3.2.4 Advertising
                    9.3.2.5 Use-Cases in Commercial
           9.3.3 Enterprise
                    9.3.3.1 Use-Cases in Enterprise
           9.3.4 Healthcare
                    9.3.4.1 Surgery
                    9.3.4.2 Patient Care Management
                    9.3.4.3 Fitness Management
                    9.3.4.4 Pharmacy Management
                    9.3.4.5 Medical Training and Education
                    9.3.4.6 Use-Cases in Healthcare
           9.3.5 Aerospace & Defense
                    9.3.5.1 Use-Case in Aerospace & Defense
           9.3.6 Others
                    9.3.6.1 Automotive
                    9.3.6.2 Real Estate (Architecture and Building Design)
                    9.3.6.3 Geospatial Mining
                    9.3.6.4 Use-Cases in Other Applications

10 Augmented Reality and Virtual Reality Market, Geographical Analysis (Page No. - 154)
     10.1 Introduction
     10.2 North America
             10.2.1 US
             10.2.2 Canada
             10.2.3 Mexico
     10.3 Europe
             10.3.1 Germany
             10.3.2 France
             10.3.3 UK
             10.3.4 Rest of Europe
     10.4 APAC
             10.4.1 China
             10.4.2 India
             10.4.3 Japan
             10.4.4 South Korea
             10.4.5 Rest of APAC
     10.5 RoW
             10.5.1 Middle East & Africa
             10.5.2 South America

11 Competitive Landscape (Page No. - 181)
     11.1 Introduction
     11.2 Ranking For Augmented Reality Market Players
     11.3 Ranking For Virtual Reality Market Players
     11.4 Competitive Scenario
             11.4.1 Product Launches & Developments
             11.4.2 Partnerships
             11.4.3 Agreements, Collaborations, and Capital Funding
             11.4.4 Acquisitions and Expansions

12 Company Profiles (Page No. - 187)
     12.1 Introduction
(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
     12.2 Google
     12.3 Microsoft
     12.4 Oculus VR (Facebook)
     12.5 Sony
     12.6 Samsung Electronics
     12.7 HTC
     12.8 PTC
     12.9 Wikitude GmbH
     12.10 Magic Leap
     12.11 Osterhout Design Group
     12.12 Daqri
     12.13 Blippar
     12.14 Upskill
     12.15 Continental
     12.16 Visteon
     12.17 Eon Reality
     12.18 Vuzix
     12.19 Zugara
     12.20 MAXST
     12.21 Other Companies
             12.21.1 Navdy
             12.21.2 Cyberglove Systems
             12.21.3 Sensics
             12.21.4 Leap Motion
             12.21.5 Sixense Entertainment
             12.21.6 Atheer
             12.21.7 Marxent Labs
             12.21.8 Meta
             12.21.9 Infinity Augmented Reality
             12.21.10 Apple
             12.21.11 Intel
*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.
     12.22 Key Innovators
             12.22.1 Nintendo
             12.22.2 Snap
             12.22.3 Niantic
             12.22.4 Augment
             12.22.5 Inglobe Technologies
             12.22.6 Psious
             12.22.7 Mindmaze
             12.22.8 Firsthand Technology
             12.22.9 Worldviz
             12.22.10 Inde
             12.22.11 Virtuix
             12.22.12 Survios
             12.22.13 Merge Labs
             12.22.14 Spacevr
             12.22.15 Virtually Live

13 Appendix (Page No. - 244)
     13.1 Insights of Industry Experts
     13.2 Discussion Guide
     13.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
     13.4 Introducing RT: Real-Time Market Intelligence
     13.5 Available Customizations
     13.6 Related Reports
     13.7 Author Details


List of Tables (129 Tables)

Table 1 VR Market, By Technology, 2015–2023 (USD Million)
Table 2 VR Market for Nonimmersive Technology, By Offering, 2015–2023 (USD Million)
Table 3 VR Market for Semi- and Fully Immersive Technologies, By Offering, 2015–2023 (USD Million)
Table 4 AR Market, By Offering, 2015–2023 (USD Million)
Table 5 VR Market, By Offering, 2015–2023 (USD Million)
Table 6 AR Market, Hardware, 2015–2023 (USD Million)
Table 7 VR Market, Hardware, 2015–2023 (USD Million)
Table 8 AR Market for Software, By Application, 2015–2023 (USD Million)
Table 9 VR Market for Software, By Application, 2015–2023 (USD Million)
Table 10 Augmented Reality Market, Device Type, 2015–2023 (USD Million)
Table 11 Augmented Reality Market, Device Type, 2015–2023 (Thousand Units)
Table 12 Augmented Reality Market for Hmds, By Application, 2015–2023 (USD Million)
Table 13 Augmented Reality Hud Market, By Application, 2015–2023 (USD Million)
Table 14 Augmented Reality Market for Handheld Devices, By Application, 2015–2023 (USD Thousand)
Table 15 Virtual Reality Market, Device Type, 2015–2023 (USD Million)
Table 16 Virtual Reality Market, Device Type, 2015–2023, (Thousand Units)
Table 17 Virtual Reality Hmd Market, By Application, 2015–2023 (USD Million)
Table 18 Virtual Reality Market for Gesture-Tracking Devices, By Application, 2015–2023 (USD Million)
Table 19 Virtual Reality Market for Projectors & Display Walls, By Application, 2015–2023 (USD Million)
Table 20 Augmented Reality Market, By Application, 2015–2023 (USD Million)
Table 21 Augmented Reality Market for Consumer Applications, By Device Type, 2015–2023 (USD Thousand)
Table 22 Augmented Reality Market for Consumer Applications, By Region, 2015–2023 (USD Million)
Table 23 Augmented Reality Market for Consumer Applications in North America, By Country, 2015–2023 (USD Million)
Table 24 Augmented Reality Market for Consumer Applications in Europe, By Country, 2015–2023 (USD Million)
Table 25 Augmented Reality Market for Consumer Applications in APAC, By Country, 2015–2023 (USD Million)
Table 26 Augmented Reality Market for Consumer Applications in RoW, By Region, 2015–2023 (USD Million)
Table 27 Augmented Reality Market for Commercial Applications, By Device Type, 2015–2023 (USD Thousand)
Table 28 Augmented Reality Market for Commercial Applications, By Region, 2015–2023 (USD Million)
Table 29 Augmented Reality Market for Commercial Applications in North America, By Country, 2015–2023 (USD Million)
Table 30 Augmented Reality Market for Commercial Applications in Europe, By Country, 2015–2023 (USD Million)
Table 31 Augmented Reality Market for Commercial Applications in APAC, By Country, 2015–2023 (USD Million)
Table 32 Augmented Reality Market for Commercial Applications in RoW, By Region, 2015–2023 (USD Million)
Table 33 Augmented Reality Market for Enterprise Applications, By Device Type, 2015–2023 (USD Thousand)
Table 34 Augmented Reality Market for Enterprise Applications, By Region, 2015–2023 (USD Million)
Table 35 Augmented Reality Market for Enterprise Applications in North America, By Country, 2015–2023 (USD Million)
Table 36 Augmented Reality Market for Enterprise Applications in Europe, By Country, 2015–2023 (USD Million)
Table 37 Augmented Reality Market for Enterprise Applications in APAC, By Country, 2015–2023 (USD Million)
Table 38 Augmented Reality Market for Enterprise Applications in RoW, By Region, 2015–2023 (USD Million)
Table 39 Augmented Reality Market for Healthcare Applications, By Device Type, 2015–2023 (USD Thousand)
Table 40 Augmented Reality Market for Healthcare Applications, By Region, 2015–2023 (USD Million)
Table 41 Augmented Reality Market for Healthcare Applications in North America, By Country, 2015–2023 (USD Million)
Table 42 Augmented Reality Market for Healthcare Applications in Europe, By Country, 2015–2023 (USD Million)
Table 43 Augmented Reality Market for Healthcare Applications in APAC, By Country, 2015–2023 (USD Million)
Table 44 Augmented Reality Market for Healthcare Applications in RoW, By Region, 2015–2023 (USD Million)
Table 45 Augmented Reality Market for Aerospace & Defense Applications, By Device Type, 2015–2023 (USD Thousand)
Table 46 Augmented Reality Market for Aerospace & Defense Applications, By Region, 2015–2023 (USD Million)
Table 47 Augmented Reality Market for Aerospace & Defense Applications in North America, By Country, 2015–2023 (USD Million)
Table 48 Augmented Reality Market for Aerospace & Defense Applications in Europe, By Country, 2015–2023 (USD Million)
Table 49 Augmented Reality Market for Aerospace & Defense Applications in APAC, By Country, 2015–2023 (USD Million)
Table 50 Augmented Reality Market for Aerospace & Defense Applications in RoW, By Region, 2015–2023 (USD Million)
Table 51 Augmented Reality Market for Energy Applications, By Device Type, 2015–2023 (USD Thousand)
Table 52 Augmented Reality Market for Energy Applications, By Region, 2015–2023 (USD Million)
Table 53 Augmented Reality Market for Energy Applications in North America, By Country, 2015–2023 (USD Million)
Table 54 Augmented Reality Market for Energy Applications in Europe, By Country, 2015–2023 (USD Million)
Table 55 Augmented Reality Market for Energy Applications in APAC, By Country, 2015–2023 (USD Million)
Table 56 Augmented Reality Market for Energy Applications in RoW, By Region, 2015–2023 (USD Million)
Table 57 Augmented Reality Market for Automotive Applications, By Device Type, 2015–2023 (USD Thousand)
Table 58 Augmented Reality Market for Automotive Applications, By Region, 2015–2023 (USD Million)
Table 59 Augmented Reality Market for Automotive Applications in North America, By Country, 2015–2023 (USD Million)
Table 60 Augmented Reality Market for Automotive Applications in Europe, By Country, 2015–2023 (USD Million)
Table 61 Augmented Reality Market for Automotive Applications in APAC, By Country, 2015–2023 (USD Million)
Table 62 Augmented Reality Market for Automotive Applications in RoW, By Region, 2015–2023 (USD Million)
Table 63 Augmented Reality Market for Other Applications, By Device Type, 2015–2023 (USD Thousand)
Table 64 Augmented Reality Market for Other Applications, By Region, 2015–2023 (USD Million)
Table 65 Augmented Reality Market for Other Applications in North America, By Country, 2015–2023 (USD Million)
Table 66 Augmented Reality Market for Other Applications in Europe, By Country, 2015–2023 (USD Million)
Table 67 Augmented Reality Market for Other Applications in APAC, By Country, 2015–2023 (USD Million)
Table 68 Augmented Reality Market for Other Applications in RoW, By Region, 2015–2023 (USD Million)
Table 69 Virtual Reality Market, By Application, 2015–2023 (USD Million)
Table 70 Virtual Reality Market for Consumer Applications, By Device Type, 2015–2023 (USD Million)
Table 71 Virtual Reality Market for Consumer Applications, By Region, 2015–2023 (USD Million)
Table 72 Virtual Reality Market for Consumer Applications in North America, By Country, 2015–2023 (USD Million)
Table 73 Virtual Reality Market for Consumer Applications in Europe, By Country, 2015–2023 (USD Million)
Table 74 Virtual Reality Market for Consumer Applications in APAC, By Country, 2015–2023 (USD Million)
Table 75 Virtual Reality Market for Consumer Applications in RoW, By Region, 2015–2023 (USD Million)
Table 76 Virtual Reality Market for Commercial Applications, By Device Type, 2015–2023 (USD Million)
Table 77 Virtual Reality Market for Commercial Applications, By Region, 2015–2023 (USD Million)
Table 78 Virtual Reality Market for Commercial Applications in North America, By Country, 2015–2023 (USD Million)
Table 79 Virtual Reality Market for Commercial Applications in Europe, By Country, 2015–2023 (USD Million)
Table 80 Virtual Reality Market for Commercial Applications in APAC, By Country, 2015–2023 (USD Million)
Table 81 Virtual Reality Market for Commercial Applications in RoW, By Region, 2015–2023 (USD Million)
Table 82 Virtual Reality Market for Enterprise Applications, By Device Type, 2015–2023 (USD Million)
Table 83 Virtual Reality Market for Enterprise Applications, By Region, 2015–2023 (USD Million)
Table 84 Virtual Reality Market for Enterprise Applications in North America, By Country, 2015–2023 (USD Million)
Table 85 Virtual Reality Market for Enterprise Applications in Europe, By Country, 2015–2023 (USD Million)
Table 86 Virtual Reality Market for Enterprise Applications in APAC, By Country, 2015–2023 (USD Million)
Table 87 Virtual Reality Market for Enterprise Applications in RoW, By Region, 2015–2023 (USD Million)
Table 88 Virtual Reality Market for Healthcare Applications, By Device Type, 2015–2023 (USD Million)
Table 89 Virtual Reality Market for Healthcare Applications, By Region, 2015–2023 (USD Million)
Table 90 Virtual Reality Market for Healthcare Applications in North America, By Country, 2015–2023 (USD Million)
Table 91 Virtual Reality Market for Healthcare Applications in Europe, By Country, 2015–2023 (USD Million)
Table 92 Virtual Reality Market for Healthcare Applications in APAC, By Country, 2015–2023 (USD Million)
Table 93 Virtual Reality Market for Healthcare Applications in RoW, By Region, 2015–2023 (USD Million)
Table 94 Virtual Reality Market for Aerospace & Defense Applications, By Device Type, 2015–2023 (USD Million)
Table 95 Virtual Reality Market for Aerospace & Defense Applications, By Region, 2015–2023 (USD Million)
Table 96 Virtual Reality Market for Aerospace & Defense Applications in North America, By Country, 2015–2023 (USD Million)
Table 97 Virtual Reality Market for Aerospace & Defense Applications in Europe, By Country, 2015–2023 (USD Million)
Table 98 Virtual Reality Market for Aerospace & Defense Applications in APAC, By Country, 2015–2023 (USD Million)
Table 99 Virtual Reality Market for Aerospace & Defense Applications in RoW, By Region, 2015–2023 (USD Million)
Table 100 Virtual Reality Market for Other Applications, By Device Type, 2015–2023 (USD Million)
Table 101 Virtual Reality Market for Other Applications, By Region, 2015–2023 (USD Million)
Table 102 Virtual Reality Market for Other Applications in North America, By Country, 2015–2023 (USD Million)
Table 103 Virtual Reality Market for Other Applications in Europe, By Country, 2015–2023 (USD Million)
Table 104 Virtual Reality Market for Other Applications in APAC, By Country, 2015–2023 (USD Million)
Table 105 Virtual Reality Market for Other Applications in RoW, By Region, 2015–2023 (USD Million)
Table 106 AR Market, By Region, 2015–2023 (USD Million)
Table 107 VR Market, By Region, 2015–2023 (USD Million)
Table 108 AR Market in North America, By Application, 2015–2023 (USD Million)
Table 109 VR Market in North America, By Application, 2015–2023 (USD Million)
Table 110 AR Market in North America, By Country, 2015–2023 (USD Million)
Table 111 VR Market in North America, By Country, 2015–2023 (USD Million)
Table 112 AR Market in Europe, By Application, 2015–2023 (USD Million)
Table 113 VR Market in Europe, By Application, 2015–2023 (USD Million)
Table 114 AR Market in Europe, By Country, 2015–2023 (USD Million)
Table 115 VR Market in Europe, By Country, 2015–2023 (USD Million)
Table 116 AR Market in APAC, By Application, 2015–2023 (USD Million)
Table 117 VR Market in APAC, By Application, 2015–2023 (USD Million)
Table 118 AR Market in APAC, By Country, 2015–2023 (USD Million)
Table 119 VR Market in APAC, By Country, 2015–2023 (USD Million)
Table 120 AR Market in RoW, By Application, 2015–2023 (USD Million)
Table 121 VR Market in RoW, By Application, 2015–2023 (USD Million)
Table 122 AR Market in RoW, By Region, 2015–2023 (USD Million)
Table 123 VR Market in RoW, By Region, 2015–2023 (USD Million)
Table 124 Ranking of the Top 5 Players in the Augmented Reality Market
Table 125 Ranking of the Top 5 Players in the Virtual Reality Market
Table 126 Product Launches & Developments: Augmented Reality and Virtual Reality Market, 2017 & 2018
Table 127 Partnerships: Augmented Reality and Virtual Reality Market, 2016 & 2017
Table 128 Agreements. Collaborations, and Capital Funding: Augmented Reality and Virtual Reality, 2014–2017
Table 129 Acquisitions and Expansions: Augmented Reality and Virtual Reality Market, 2014–2017


List of Figures (58 Figures)

Figure 1 Market Segmentation
Figure 2 AR Market: Research Design
Figure 3 VR Market: Research Design
Figure 4 Bottom-Up Approach to Arrive at the Market Size
Figure 5 Top-Down Approach to Arrive at the Market Size
Figure 6 Data Triangulation Methodology
Figure 7 Augmented Reality and Virtual Reality Market, 2015–2023 (USD Billion)
Figure 8 Augmented Reality Market, By Offering, 2017 vs 2023
Figure 9 Enterprise Application Expected to Witness the Highest Growth in Augmented Reality Market Between 2018 and 2023
Figure 10 Consumer Application Expected to Lead the Virtual Reality Market Between 2018 and 2023
Figure 11 North America Held the Largest Share of the Augmented Reality Market in 2017
Figure 12 APAC Expected to Hold the Largest Share of the Virtual Reality Market By 2023
Figure 13 North America Held the Largest Size of the AR and VR Market for Consumer Applications in 2017
Figure 14 Attractive Market Opportunities for Augmented Reality Market
Figure 15 Attractive Market Opportunities for Virtual Reality Market
Figure 16 China Expected to Hold the Largest Share of the Virtual Reality Market in APAC By 2023
Figure 17 China Expected to Grow at the Highest CAGR in the Virtual Reality Market By 2023
Figure 18 Augmented Reality Market in China Expected to Grow at the Highest CAGR During the Forecast Period
Figure 19 Consumer Application Expected to Dominate the Augmented Reality Market During the Forecast Period
Figure 20 Head-Mounted Displays Expected to Dominate the VR Market By 2023
Figure 21 Evolution of the AR and VR Technology
Figure 22 Demand for AR Applications in Healthcare and Retail Sectors Will Drive the Growth of the AR Market
Figure 23 Demand for VR Applications in the Gaming and Entertainment Sector Will Drive the Growth of the VR Market
Figure 24 Value Chain Analysis (2017): Major Values are Added During Research and Product Development, and Manufacturing Stages
Figure 25 Elements of AR and VR Ecosystem
Figure 26 Semi- and Fully Immersive Technologies Dominate the Virtual Reality Market During the Forecast Period
Figure 27 AR Market for Hardware Expected to Grow at A Higher CAGR During the Forecast Period
Figure 28 VR Market for Software Expected to Grow at A Higher CAGR During the Forecast Period
Figure 29 Displays and Projectors Dominate the AR Market During the Forecast Period
Figure 30 Virtual Reality Market for Displays and Projectors Expected to Grow at the Highest CAGR During the Forecast Period
Figure 31 Consumer Application Expected to Hold the Largest Size of the AR Market for Software During the Forecast Period
Figure 32 VR Software Market for Enterprise Application Expected to Grow at the Highest Rate During the Forecast Period
Figure 33 Augmented Reality Market for Head-Up Displays Expected to Grow at the Highest CAGR During the Forecast Period
Figure 34 Head-Mounted Displays Expected to Lead the Augmented Reality Market in Unit Shipments During the Forecast Period (Thousand Units)
Figure 35 Virtual Reality Market for Gesture-Tracking Devices Expected to Grow at the Highest CAGR During the Forecast Period in Terms of Market Size
Figure 36 Virtual Reality Market for Gesture-Tracking Devices Expected to Grow at the Highest CAGR During the Forecast Period
Figure 37 AR Market for Enterprise Applications Expected to Grow at the Highest CAGR Between 2018 and 2023
Figure 38 VR Market for Enterprise Applications Expected to Grow at the Highest CAGR Between 2018 and 2023
Figure 39 Geographic Snapshot: AR and VR Market in APAC to Witness the Highest Growth Rate During the Forecast Period
Figure 40 US Expected to Hold the Largest Size of the AR Market Between 2017 and 2023
Figure 41 US Expected to Hold the Largest Size of the VR Market Between 2017 and 2023
Figure 42 North America: Snapshot of Augmented Reality Market
Figure 43 North America: Snapshot of Virtual Reality Market
Figure 44 Europe: Snapshot of AR Market
Figure 45 Europe: Snapshot of VR Market
Figure 46 APAC: Snapshot of AR Market
Figure 47 APAC: Snapshot of VR Market
Figure 48 Companies Adopted Product Launches & Developments as Key Growth Strategies Between 2014 and 2018
Figure 49 Geographic Revenue Mix of Major Players
Figure 50 Google: Company Snapshot
Figure 51 Microsoft: Company Snapshot
Figure 52 Sony: Company Snapshot
Figure 53 Samsung Electronics: Company Snapshot
Figure 54 HTC: Company Snapshot
Figure 55 PTC: Company Snapshot
Figure 56 Continental: Company Snapshot
Figure 57 Visteon: Company Snapshot
Figure 58 Vuzix: Company Snapshot


Request for detailed methodology, assumptions & how numbers were triangulated.

Please share your problem/objectives in greater details so that our analyst can verify if they can solve your problem(s).
3 1 0 7 4  
  • Select all
  • News-Letters with latest Market insights
  • Information & discussion on the relevant new products and services
  • Information & discussion on Market insights and Market information
  • Information & discussion on our events and conferences
    • Select all
    • Email Phone Professional and social network (Linkedin, etc)
Report Code
SE 2288
Published ON
Feb, 2018
Choose License Type
BUY NOW
  • SHARE
X
Request Customization
Speak to Analyst
Speak to Analyst
OR FACE-TO-FACE MEETING
PERSONALIZE THIS RESEARCH
  • Triangulate with your Own Data
  • Get Data as per your Format and Definition
  • Gain a Deeper Dive on a Specific Application, Geography, Customer or Competitor
  • Any level of Personalization
REQUEST A FREE CUSTOMIZATION
LET US HELP YOU!
  • What are the Known and Unknown Adjacencies Impacting the Augmented Reality and Virtual Reality Market
  • What will your New Revenue Sources be?
  • Who will be your Top Customer; what will make them switch?
  • Defend your Market Share or Win Competitors
  • Get a Scorecard for Target Partners
CUSTOMIZED WORKSHOP REQUEST
ADJACENT MARKETS
REQUEST BUNDLE REPORTS
+1-888-600-6441
  • Call Us
  • +1-888-600-6441 (Corporate office hours)
  • +1-888-600-6441 (US/Can toll free)
  • +44-800-368-9399 (UK office hours)
CONNECT WITH US
ABOUT TRUST ONLINE
© MarketsandMarkets Research Private Ltd. All rights reserved
...

Digital Virtual Assistant - MarketsandMarkets

Home