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

[249 Pages Report] The augmented reality market was valued at USD 4.21 billion in 2017 and is expected to reach USD 60.55 billion by 2023, growing at a CAGR of 40.29% during the forecast period. The virtual reality market was valued at USD 5.12 billion in 2017 and is expected to reach USD 34.08 billion by 2023, growing at a CAGR of 33.95% during the forecast period. The base year considered for this study is 2017, and the forecast period considered is between 2018 and 2023.

The objectives of the study are as follows:

  • To define, describe, and forecast the augmented reality (AR) and virtual reality (VR) market, in terms of value, on the basis of offering, device type, technology, application, and geography
  • To define, describe, and forecast the AR and VR market, in terms of volume, on the basis of device type
  • To forecast the market size for various segments with regard to 4 main regions—North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
  • To provide detailed information regarding the major factors influencing the growth of the market (drivers, restraints, opportunities, and challenges)
  • To strategically analyze the micromarkets with regard to individual growth trends, prospects, and contributions to the total market
  • To analyze the opportunities in the market for stakeholders by identifying high-growth segments in the AR and VR market
  • To use the value chain analysis and market roadmaps to study the evolution and timeline of the AR and VR market
  • To analyze competitive developments such as joint ventures, mergers and acquisitions, new product developments, and research and development (R&D) in the AR and VR market
  • To strategically profile key players, comprehensively analyze their core competencies, and describe the competitive landscape of the market

The research methodology includes the use of primary and secondary data. Both top-down and bottom-up approaches have been used to estimate and validate the size of the market as well as of the other dependent submarkets in the overall augmented reality and virtual reality market. Key players in the market have been identified through secondary research. The secondary sources include annual reports, press releases, and investor presentations of companies; white papers, certified publications, and articles from recognized authors; directories; and databases. Some of these secondary sources include organizations and associations such as VR/AR Association, AugmentedReality.Org, Global Virtual Reality Association, MarkLines, Retail Industry Leaders Association, and Augmented Reality for Enterprise Alliance.

Augmented Reality and Virtual Reality Market

The research methodology includes the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All the percentage shares and breakdowns have been determined using secondary sources and verified through primary sources. All the possible parameters that affect the markets covered in this research have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to obtain the final quantitative and qualitative data. The breakdown of the profiles of primaries has been depicted in the figure below:

Augmented Reality and Virtual Reality Market

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

The value chain of the augmented reality and virtual reality market includes original equipment manufacturers for augmented reality and virtual reality devices, software vendors, and application developers. Major companies that are part of the value chain include 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).

Target Audience

  • Raw Material and Manufacturing Equipment Suppliers
  • Semiconductor Foundries
  • Original Equipment Manufacturers (OEMs) (End-User Applications or Electronic Product Manufacturers)
  • Product Manufacturers
  • Original Design Manufacturers (ODMs) and OEM Technology Solution Providers
  • Research Organizations
  • Technology Standard Organizations, Forums, Alliances, and Associations
  • Technology Investors
  • Governments, Financial Institutions, and Investment Communities
  • Analysts and Strategic Business Planners
  • End Users

“The study answers several questions for the target audiences, primarily which market segments to focus on in the next 2–5 years for prioritizing efforts and investments.”

Report Scope

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

Augmented Reality Market, by Technology

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

Virtual Reality Market, by Technology

  • Nonimmersive
  • 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 Sight seeing
    • 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

Geographic Analysis

  • North America
  • Europe
  • Asia Pacific (APAC)
  • Rest of the World (RoW)

Company Profiles

Detailed analysis of the major companies present in the augmented reality and virtual reality market

Available Customizations

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

Detailed information on the augmented reality software and virtual reality software market

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)

The augmented reality market was valued at USD 11.14 billion in 2018 and is expected to reach USD 60.55 billion by 2023, growing at a CAGR of 40.29% during the forecast period.

The rising investment in the AR market and increasing demand from retail and healthcare sectors are the major drivers for the augmented reality market.

The virtual reality market was valued at USD 7.90 billion in 2018 and is expected to reach USD 34.08 billion by 2023, growing at a CAGR of 33.95% during the forecast period.

The easy availability of affordable VR devices, increased use of HMDs in gaming and entertainment, advancements in technology and digitization, and high investments in VR technology are the major drivers of the VR market.

This report covers the augmented reality and virtual reality market on the basis of offering, technology, application, device type, and geography. The consumer application will lead the AR & VR market during the forecast period. The use of augmented reality and virtual reality in gaming and sports & entertainment will drive the AR and VR market for the consumer application.

The augmented reality software market would lead the overall AR market by 2023. This is owing to the increased use of smartphones, tablets, and other devices for AR gaming. The virtual reality software market is expected to witness a high growth owing to need of the content creation in the VR space in the next 5 years.

The head-mounted displays will hold a major share of the AR and VR market. Head-mounted displays are the most promising devices to boost the growth of the AR and VR market.  Augmented reality smart glasses are leading the augmented reality market for head-mounted displays with their high demand for commercial, automotive, industrial, and healthcare applications. The use of the augmented reality smart glasses is expected mainly in enterprise and industrial applications, wherein smart glasses are likely to be used to increase the efficiency of workers and also ensure more safety and satisfaction. Virtual reality HMDs find major applications in gaming and entertainment, healthcare, retail, and e-commerce sectors. There are many tier 1 players involved in the virtual reality market. Oculus Rift, HTC Vive, Sony PlayStation VR, Samsung Gear VR, Google’s Daydream and Cardboard, Merge VR, and Carl Zeiss VR One, among others, are the major VR devices in the virtual reality market.

The AR HUDs are likely to be used mainly for navigation in airplanes and automotive. The information such as the roadmap and the speed along with the other necessary details in the line of sight would be displayed on the windscreens and would help the driver to drive safely. The use of head-up displays for applications such as automotive, and aerospace & defense would help the market to grow at a higher rate. The use of VR gesture tracking in games and entertainment is expected to be the major driver for the growth of the virtual reality gesture-tracking devices market in the near future. The use of gesture-tracking devices in patient care management paves the path for the high growth of these devices in the healthcare application.

APAC is expected to lead the AR and VR market in terms of market size and is likely to witness the highest growth rate in the market by 2023. The increase in R&D in APAC and the growing acceptance of newer technologies in the region are the drivers for the AR and VR market.

Augmented Reality and Virtual Reality Market

Augmented Reality and Virtual Reality Market

The limited user interface (UI) affecting the navigation performance of AR applications, limited processing power, less storage, and restricted size of the memory card in mobile phones, and varied infrastructure quality of digital network will restrain the growth of AR. The health concerns relating to low resolution and lack of movement and display latency and energy consumption affecting the overall performance of VR devices are the major restraints in the VR market.
This report discusses the drivers, restraints, opportunities, and challenges pertaining to the AR and VR market. In addition, it analyzes the current market scenario and forecasts the market size till 2023. Some of the major companies operating in the AR and VR market are Sony (Japan), Oculus (US), Samsung Electronics (South Korea), HTC (Taiwan), Google (US), PTC (US), Microsoft (US), Wikitude (Austria), DAQRI (US), Zugara (US), Blippar (UK), Osterhout Design Group (US), Magic Leap (US), Upskill (US), Continental (Germany), Visteon (US), Eon Reality (US), Vuzix (US), and MAXST (South Korea).

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.

Our USP is "Customised multi client reports"-so feel free to provide us specific interest in much greater detail..!!
  • 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
REQUEST A FREE WORKSHOP
ADJACENT MARKETS
ONLINE CHAT
+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