Augmented Reality and Virtual Reality Market by Technology Type (AR: Markerless, Marker-base; VR: Non-Immersive, Semi-immersive and Fully Immersive Technology), Device Type, Offering, Application, Enterprise, and Geography - Global Forecast to 2027
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Ask real questions. Get complete answers !The Global Augmented reality and virtual reality market in the current year (2022), is expected to have a market size of USD 37.0 billion and can reach up to USD 114.5 billion by 2027, the end of 5 year forecast period at a market growth of 25.3% rate.
Innovatively put, the AR market & VR market's growth is propelled by a host of driving forces such as the expanding healthcare applications of augmented reality, the surging use of augmented reality and virtual reality in retail and e-commerce, generous government funding aimed at facilitating the growth of the AR and VR industry, strategic partnerships between augmented reality device manufacturers and diverse service industries, the phenomenal rise in the demand for virtual reality in e-learning and medical training, and the mounting need for virtual reality in manufacturing divisions.
Global Augmented Reality and Virtual Reality Market Trends
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AR and VR Market Dynamics
By Technology
For VR market, Gesture tracking devices are expected to grow at a faster rate
The virtual reality market for hardware devices under device segment is expected to grow faster in case of gesture-tracking devices. The gesture tracking devices can be used in medical training such as surgeries as well as to perform endoscopy, X-rays etc.
These devices can also be used in case of ftitness management by tracking all the gestures and movements warning about joint, muscles and postural defect in the user. This effective use of these devices in the medical field is set to increase the market share for these devices by the end of forecast period (2027). The growth rate of these devices is the highest due to the specified reasons.
For offering segmentation of AR and VR market, the software application market share is the maximum in the base year and projected year i.e. 2021 and 2022. The reason behind this large market share is that the software market is still developing and is at the boom, soecially after Covid-19, with increased virtual online shopping and virtual training. The software application market has akmost developed and significantly flousirshed. Due to this, the growth of software in AR and VR market will be stagnant in the forecast period (2022 – 2027).
By Regional
VR market to have large market share in Asia Pacific as well as faster growth rate in the forecast period.
In the base year i.e., the VR market share for virtual reality in Asia Pacific region was large due to the fact that a few countries in the region like China, Japan and South Korea have been focusing on training and medical assistance and e-learning for customers with the use of virtual reality technology.
But at the same time, countries like India are still on the verge to start adopting these technologies and inculcating them into different sectors and fields, which also leads to a depiction that the region will also show a faster growth rate in the virtual reality market in the region during the forecast period.
Augmented Reality Market Dynamics
Driver: Rising demands of augmented reality in retail and e-commerce AR Market
The pandemic has led to a sudden shift of shopping culture towards online shopping. Since during the pandemic, return policies on many websites were disabled, the virtual fitting rooms, virtual try-on for make-up and jewellery helped the customers to identify if the products really suit them. This helped to increased their convenience in shopping. The augmented reality technologies facilitate the customer satisfaction and hence, the convenince will lead to the increased demand in this sector, which helps to drive the market growth for augmented reality market.
The shopping application such as Loreal, which lets customers to try on make up virtually and Lenskart, which helps customers to identify how a set of glasses will look on them are a few prominent examples for augmented reality in e-commerce sector.
Restraint: Health issues associated with excessive usage of Augmented Reality Industry
With the advent of new gaming devices and technologies, AR-related health issues among gamers are increasing. augmented reality (AR) market games are highly interactive and keep the user engrossed with the game immensely for longer hours, causing issues such as anxiety, eye strain, obesity, and lack of concentration. The nature of AR technology is immersive and can induce anxiety or stress after wearing the AR headset for longer hours. Apart from stress, AR devices also expose users to harmful electromagnetic frequency radiation, which may cause illness. Researchers from the National Toxicology Program (NTP), a federal inter-agency program under the National Health Institutes (US), experimented on mice. This experiment demonstrated that subjects exposed to electromagnetic radiation might be more vulnerable to cancer. Therefore, excessive use of AR devices can cause health issues, limiting the growth of the market.
Opportunity: Opportunities in enterprise applications of AR Market
The opportunities in enterprise applications are huge. Huge investments from enterprises for smart manufacturing will be a major driver for the enterprise industry growth in the AR market. The companies having factories at different locations can use AR and employ a small number of engineers to manage a large setup. Remote collaboration using the AR technology to manage machines and other setups remotely would help manage enterprises effectively. Other important applications in the enterprise AR are with regard to the instructional use for technicians and other workers in enterprises. The use of head-up displays and smart helmets to understand blueprints and instructions to provide real-time data will help workers work efficiently.
For instance, Unilever, a global consumer goods manufacturer, approximated that it may lose nearly 330 years of domain expertise in one of its European factories due to the retirement of the company’s aging workforce. This would have resulted in the loss of domain expertise in its manufacturing facility and led to costly downtime in its manufacturing plants.
Unilever started working with ScopeAR, an AR training and knowledge solutions provider, to explore novel ways to decrease the downtime while attaining the optimum utility of a live AR support application. This application enables technicians to work together with experts remotely. Technicians can share their view of a situation with a remote professional to quickly and speedily respond to a problem and optimize their work process.
As a result, Unilever quoted that the company has witnessed a 50% decrease in its manufacturing plant’s downtime. Therefore, enterprise applications are anticipated to be significant areas that would offer AR-enabled device and application manufacturers opportunities to earn more business and contracts in the coming years. The enterprise sector’s major use cases include real-time monitoring, efficiency management, remote collaboration, and warehouse and logistics management.
Challenge: Provision of augmented reality industry in high-end devices
The major challenge faced by customers is the availability of these technologies in high end desktops, compputers, laptops and mobile phones, which makes it less accessible for a basic mediocre user and makes them deprived and unaware of the newer technological experiences. This lesser reach of these augmented reality technologies can be a challenge in the growth of the market, which needs to be addressed to focus on the growth of the market. Although the applications can be used on medium range devices as well, still the hardware and most of the augmented reality software applications are enabled on high-end devices. This can be a challenge for the AR market.
Virtual Reality Market Dynamics
Driver: Advancement of technologies and growing digitization of virtual reality industry
Advancements in technologies and digitization have been the major driver for the implementation of new technologies in applications such as industrial, retail, and healthcare. Continuous technological advancements have changed the way human beings live, communicate, travel, and learn. The technological advancements have helped organizations and businesses reduce production costs and save time to gain a competitive advantage. For instance, 3G and 4G have helped small businesses reach their target markets with a reduced cost of operations. The increased use of mobile phones has also helped drive the need for digitization. The new generation is generation C (connected) that has helped bring in a digital change across the world. Increased social networking has also contributed to the growth of digitization.
Restraint: Health issues due to excessive usage of VR devices
The virtual reality technologies, specially the virtual reality headsets are extensively used for gaming and e-sports for an immersive playing experience. This excessive usage of VR headsets leads to health issues like lack of concentration, dizziness, letharge, hearing and eyesight issues. The over use of these VR hardware devices will lead to health issues overall, and hence, this factor can pave a way to be a restraining factor in the growth of this market.
Opportunity: Penetration of HMDs in training of Virtual Reality Industry
Virtual reality devices and technologies can be used to supervise the workflow in a factory, ensuring timely activities and production. The virtual reality technologies can also be used by the supervisor in order to ensure safety of the workers by knowing their location as well as getting warnings for dangerous zones. The manager or supervisor in factories and industries can also conduct training sessions for the workers with the help of VR. This increasing usage of virtual reality in the factories serves as an opportunity for this virtual reality market to grow further in the coming years.
Challenge: Integration of VR ecosystem in low end devices
The manufacturers and system integrators in virtual reality technological field find it difficult to integrate these technologies for low end devices, which makes it inaccessible for middle income group or lower income group. Since major world population belongs to middle or lower income group, the unavailability of these technologies in low end devices is a challenge that this industry faces and this may affect the growth of the market altogether.
For VR market, Gesture tracking devices are expected to grow at a faster rate
The virtual reality market market for hardware devices under device segment is expected to grow faster in case of gesture-tracking devices. The gesture tracking devices can be used in medical training such as surgeries as well as to perform endoscopy, X-rays etc. These devices can also be used in case of ftitness management by tracking all the gestures and movements warning about joint, muscles and postural defect in the user. This effective use of these devices in the medical field is set to increase the market share for these devices by the end of forecast period (2027). The growth rate of these devices is the highest due to the specified reasons..
For offering segmentation of AR and VR market, the software application market share is the maximum in the base year and projected year i.e. 2021 and 2022. The reason behind this large market share is that the software market is still developing and is at the boom, soecially after Covid-19, with increased virtual online shopping and virtual training. The software application market has akmost developed and significantly flousirshed. Due to this, the growth of software in AR and VR market will be stagnant in the forecast period (2022 – 2027).
Virtual reality market to have large market share in Asia Pacific in 2021 as well as faster growth rate in the forecast period.
In the base year i.e., 2021, the market share for virtual reality in Asia Pacific region was large due to the fact that a few countries in the region like China, Japan and South Korea have been focusing on training and medical assistance and e-learning for customers with the use of virtual reality technology. But at the same time, countries like India are still on the verge to start adopting these technologies and inculcating them into different sectors and fields, which also leads to a depiction that the region will also show a faster growth rate in the virtual reality market in the region during the forecast period.
The outbreak and the spread of the COVID-19 have disturbed and disrupted the inventories of AR and VR devices and their component manufacturers and suppliers. For instance, the outbreak of COVID-19 in US resulted in lockdown measures which included the shutdown of manufacturing facilities and warehouses and affected the global exports and shipments of various industries. The lockdown measures announced in several countries across the globe as they got impacted by the COVID-19 pandemic also led to a fall in inventories of the suppliers of AR and VR device components market. Although, there was a boom in the AR and VR industry due to the sudden shift of work culture toward online platforms.
AR Snapshot: North America has the largest market share in 2021
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VR snapshot: Asia Pacific has maximum market share in 2021
Top 5 Key Market Players in AR and VR Companies
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Google (US),
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Microsoft (US),
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Sony Corporation (Japan),
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Samsung Electronics (South Korea),
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HTC (Taiwan), Apple Inc., (US).
These companies have adopted both organic and inorganic growth strategies such as product launches and developments, partnerships, contracts, expansions, and acquisitions to strengthen their position in the market.
Scope of the AR Market and VR Market Report
Report Metric |
Details |
Estimated Market Size | USD 37.0 Billion |
Projected Market Size | USD 114.5 Billion |
Growth Rate | CAGR of 25.3% |
Market size available for years |
2022–2027 |
On Demand Data Available |
2030 |
Report Coverage |
|
Segments covered |
|
Geographies covered |
|
Companies covered |
|
Key Market Driver | Gesture Tracking Devices |
Largest Growing Region | Asia Pacific (APAC) |
Largest Market Share Segment | VR hardware Segment |
Highest CAGR Segment | Head-mounted Displays Segment |
Augmented & Virtual Reality Market Categorization
This report categorizes the AR Market and VR market based on technology, device type, offering, enterprise, application and region available at the regional and global level.
Based on Technology, the AR and VR Market been Segmented as follows:
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AR technology:
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Marker-based AR technology:
- Active marker
- Passive marker
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Markerless AR technology
- Model-base tracking
- Image processing based tracking
- Anchor-based AR
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Marker-based AR technology:
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VR Technology
- Non-immersive technology
- Semi-immersive and fully immersive technology
Based on Offering, the Augmented Reality and Virtual Reality Market been Segmented as follows:
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Hardware
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Sensors
- Accelerometers
- Gyroscopes
- Magnetometers
- Proximity sensors
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Semiconductor components:
- Controllers and processors
- Integrated Circuits
- Display and projectors
- Position trackers
- Cameras
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Others
- Computers
- Video generators and combiners
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Sensors
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Software
- Software development kits
- Cloud-based servies
Based on Device, the AR Market and VR Market been Segmented as follows:
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AR devices
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Head-mounted displays
- AR smart glasses
- Smart helmets
- Heads-up display
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Head-mounted displays
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VR devices
- Head-mounted displays
- Gesture-tracking devices
- Displays and projectors
Based on Application, the Augmented Reality and Virtual Reality Market been Segmented as follows:
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Consumer
- Gaming
- Sports
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Entertainment
- Theme parks
- Museums
- Art exhibitions and gelleries
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Commercial
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Retail and e-commerce
- Beauty and cosmetics
- Apparel fitting
- Jewellery
- Grocery shopping
- Footwear
- Furniture
- Travel and tourism
- E-learning
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Retail and e-commerce
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Enterprise
- Manufacturing
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Healthcare
- Surgery
- Fitness management
- Patient care management
- Pharmacy management
- Medical training and education
- Radiology
- Aerospace and Defence
- Automotive
- Energy
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Others
- Construction
- Agriculture
- Telecom/IT services
- Transportation and Logistics
- Public Safety
Based on Enterprise, the AR and VR Market been Segmented as follows:
- Small enterprise
- Medium enterprise
- Large enterprise
Based on Region, the Augmented Reality and Virtual Reality Market been Segmented as follows:
- North America
- Europe
- Asia Pacific
- RoW
See Also:
- Japan Augmented Reality and Virtual Reality Industry to Grow at a CAGR 30.6% from 2022 to 2027
- China Augmented Reality and Virtual Reality Industry to Grow at a CAGR 32.0% from 2022 to 2027
- France Augmented Reality and Virtual Reality Industry to Grow at a CAGR 23.6% from 2022 to 2027
- Germany Augmented Reality and Virtual Reality Industry to Grow at a CAGR 29.0% from 2022 to 2027
- South Korea Augmented Reality and Virtual Reality Industry to Grow at a CAGR 30.1% from 2022 to 2027
- UK Augmented Reality and Virtual Reality Industry to Grow at a CAGR 26.4% from 2022 to 2027
Recent Developments
- In February 2022, HTC Vive announced Viveverse, a cross-platform metaverse, which is an open source VR metaverse composed of various interactive worlds, apps, games. It enables the users to travel between various platforms like Vive Sync and Engage.
- In January 2022, Sony enhanced its already existing product – VR headset – PSVR headset. Sony claimed to develop a PSVR headset for better experience of virtual reality in PlayStation as the PSVR headset will connect directly into PlayStation 5 console.
- In January 2022, HTC announced wrist tracker for Vive Focus 3 which is a wearable device, that helps in tracking through infrared LEDs that are tracked optically through the device’s onboard camera sensors. Tracker motion, trajectories can be tracked even if tracker is out of camera view by using high frequency IMU data and advanced kinetic model.
- In December 2021, Google introduced and added a brand-new addition to its AR device collection by developing AR smart glasses which adds extra information, animation, videos, and more realistic experiences to the users by overlaying computer generated or digital information on user’s real world.
- In October 2021, HTC announced the launch of another product in its AR and VR hardware product portfolio. It announced the launch of VR glasses which, unlike other VR glasses or headsets, focused on physical and mental wellness rather than gaming. It is sleek, lightweight, and gives a lighter and passive entertainment to the users as it is enables with 3D virtual reality and 3D spatial audio as well.
- In September 2021, Samsung launched an AR based virtual Hands-On shopping experience post Covid-19 to facilitate smoother online shopping; it allows users to have interactive environment to shop Samsung products.
Frequently Asked Questions (FAQ):
What is the current size of the global AR and VR market?
The global AR and VR market is projected to grow from USD 37.0 billion in 2022 to USD 114.5 billion by 2027; it is expected to grow at a CAGR of 25.3% from 2022 to 2027.
Who are the key players in the global AR and VR market?
Companies such as Google (US), Microsoft (US), Sony Corporation (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Apple Inc., (US), PTC Inc., (US), Seiko Epson (Japan), Oculus VR (by Facebook (US)), Lenovo (China). These companies cater to the requirements of their customers by providing advanced AR and VR devices and software/applications with a presence in multiple countries.
What is the COVID-19 impact on AR and VR device and component suppliers?
COVID-19 forced the world to shift towards a remote work culture, be it for schools, universities or corporates, which led to a boom in the AR and VR market due to increased virtual training, education and shopping along with industry training and supervision with the use of AR and VR devices. But it has a negative impact too. Covid-19 not only impacted the operations and manufacturing of the various AR and VR devices and component manufacturers companies, but also affected the businesses of their suppliers and distributors. The key companies operating in this market, have also witnessed the impact of the pandemic in their inventories for AR and VR device components during the first half of 2020.
What are the opportunities for the existing players and for those who are planning to enter various stages of the AR and VR value chain?
There are various opportunities for the existing players to enter the value chain of AR and VR industry. Some of these include the partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels, rise in demand for AR in architecture, increasing demand for VR in training and education, high growth of AR and VR in travel, tourism and enterprise applications. .
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TABLE OF CONTENTS
1 INTRODUCTION (Page No. - 31)
1.1 STUDY OBJECTIVES
1.2 MARKET DEFINITION AND SCOPE
1.3 INCLUSIONS AND EXCLUSIONS
1.4 STUDY SCOPE
1.4.1 MARKETS COVERED
FIGURE 1 MARKET SEGMENTATION
FIGURE 2 MARKET SEGMENTATION
1.4.2 YEARS CONSIDERED
1.5 CURRENCY
1.6 STAKEHOLDERS
1.7 SUMMARY OF CHANGES IN NEW VERSION
2 RESEARCH METHODOLOGY (Page No. - 37)
2.1 RESEARCH DATA
FIGURE 3 AR AND VR INDUSTRY: PROCESS FLOW OF MARKET SIZE ESTIMATION
FIGURE 4 AR & VR MARKET ECOSYSTEM : RESEARCH DESIGN
FIGURE 5 MARKET: RESEARCH DESIGN
2.1.1 SECONDARY DATA
2.1.1.1 Key data from secondary sources
2.1.2 PRIMARY DATA
2.1.2.1 Breakdown of primaries
2.1.2.2 Key industry insights
2.2 MARKET SIZE ESTIMATION
FIGURE 6 AR & VR INDUSTRY : RESEARCH METHODOLOGY
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY
2.2.1 BOTTOM-UP APPROACH
2.2.1.1 Approach for capturing market share by bottom-up analysis (demand side)
FIGURE 8 AUGMENTED & VIRTUAL REALITY MARKET : BOTTOM-UP APPROACH
FIGURE 9 MARKET SIZE CALCULATION BY BOTTOM-UP APPROACH
2.2.2 TOP-DOWN APPROACH
2.2.2.1 Approach for capturing market share by top-down analysis (supply side)
FIGURE 10 AUGMENTED & VIRTUAL REALITY MARKET : TOP-DOWN APPROACH
FIGURE 11 MARKET SIZE CALCULATION BY TOP-DOWN APPROACH
2.3 MARKET BREAKDOWN AND DATA TRIANGULATION
FIGURE 12 DATA TRIANGULATION
2.4 RESEARCH ASSUMPTIONS
FIGURE 13 ASSUMPTIONS OF RESEARCH STUDY
3 EXECUTIVE SUMMARY (Page No. - 50)
FIGURE 14 AUGMENTED REALITY MARKET, 2018–2027 (USD MILLION)
FIGURE 15 VIRTUAL REALITY MARKET, 2018–2027 (USD MILLION)
3.1 IMPACT OF COVID-19 ON AUGMENTED REALITY AND VR MARKET INDUSTRY
FIGURE 16 COVID-19 IMPACT ON AR MARKET
FIGURE 17 COVID-19 IMPACT ON MARKET
3.1.1 REALISTIC SCENARIO (POST-COVID-19)
3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19)
3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19)
FIGURE 18 HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SHARE OF MARKET IN 2022
FIGURE 19 CONSUMER APPLICATION TO LEAD MARKET FROM 2022 TO 2027
FIGURE 20 NORTH AMERICA HELD LARGEST SIZE OF MARKET IN 2021
4 PREMIUM INSIGHTS (Page No. - 56)
4.1 ATTRACTIVE OPPORTUNITIES IN MARKET
FIGURE 21 GROWING DEMAND FOR AR IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD
4.2 ATTRACTIVE OPPORTUNITIES IN MARKET
FIGURE 22 GROWING USE OF VIRTUAL REALITY IN CONSUMER APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD
4.3 MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY
FIGURE 23 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARES OF MARKET IN ASIA PACIFIC IN 2027
4.4 MARKET, BY COUNTRY
FIGURE 24 MARKET TO GROW AT HIGHEST CAGR IN CHINA DURING FORECAST PERIOD
4.5 AR MARKET, BY COUNTRY
FIGURE 25 MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
5 MARKET OVERVIEW (Page No. - 59)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS: AR & VR MARKET ECOSYSTEM
FIGURE 26 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH
5.2.1 DRIVERS
5.2.1.1 Increasing demand for AR devices and applications in healthcare
5.2.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19
FIGURE 27 ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS
5.2.1.3 Rising investments in augmented reality market ecosystem
5.2.2 RESTRAINTS
5.2.2.1 Security and privacy issues associated with AR
5.2.2.2 Health issues associated with excessive usage of AR
5.2.3 OPPORTUNITIES
5.2.3.1 Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels
5.2.3.2 Rise in demand for AR in architecture
5.2.3.3 Opportunities in enterprise applications
5.2.3.4 High growth of travel & tourism industry
5.2.4 CHALLENGES
5.2.4.1 Display latency and limited field of view
5.2.4.2 Overcoming social challenges to increase adoption rate
5.2.4.3 Reconfiguration of applications for different platforms
5.3 MARKET DYNAMICS: VR MARKET INDUSTRY
FIGURE 28 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE MARKET GROWTH
5.3.1 DRIVERS
5.3.1.1 Penetration of HMDs in gaming and entertainment sectors after COVID-19
5.3.1.2 High investments in market
5.3.1.3 Advancement of technologies and growing digitization
5.3.1.4 Availability of affordable VR devices
5.3.1.5 Growing adoption of HMDs in different industries
5.3.2 RESTRAINTS
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices
5.3.2.2 Health concerns relating to low resolution and lack of movement
5.3.2.3 Trade restrictions imposed between US and China
5.3.3 OPPORTUNITIES
5.3.3.1 Penetration of HMDs in healthcare and architectural applications
5.3.3.2 Use of VR in aerospace & defense for training and simulation
5.3.3.3 Increasing demand for VR HMDs in healthcare due to COVID-19
5.3.4 CHALLENGES
5.3.4.1 Developing user-friendly VR systems
5.3.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade
5.4 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES
FIGURE 29 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESSES RELATED TO AUGMENTED REALITY MARKET
5.5 ECOSYSTEM/MARKET MAP
TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET: ECOSYSTEM
5.6 TECHNOLOGY ANALYSIS
5.6.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY
5.6.1.1 Case study: Unilever’s AR remote assistance and knowledge sharing
5.6.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS
5.6.2.1 Case study: Crescent partnered with Arbor Technology to manufacture rugged AR and VR devices
5.6.3 MICRODISPLAYS FOR VR
5.6.3.1 Case study: LOMID Project
5.6.3.2 Case study: Kopin’s micro display for VR HMD
5.6.4 MOBILE AR TECHNOLOGY
5.6.4.1 Case study: Better warehouse operations for DHL supply chain’s AR
5.6.5 MONITOR-BASED TECHNOLOGY
5.6.5.1 Case study: AR outdoor system developed jointly by GRINTEC GmbH and Graz University of Technology
5.6.6 NEAR-EYE-BASED TECHNOLOGY
5.6.6.1 Case study: FMT AB, a construction and excavation company, uses near eye-based AR technology to assist efficient construction activities
5.6.7 WEBAR
5.6.7.1 Case Study: WebAR
5.7 VALUE CHAIN ANALYSIS
FIGURE 30 VALUE CHAIN: AUGMENTED AND MARKET
5.8 PATENT ANALYSIS
TABLE 2 NOTABLE PATENTS PERTAINING TO AUGMENTED AND MARKET
TABLE 3 NUMBER OF PATENTS REGISTERED RELATED TO AUGMENTED AND VIRTUAL REALITY MARKET IN LAST 10 YEARS
FIGURE 31 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN LAST 10 YEARS
FIGURE 32 NO. OF PATENTS GRANTED PER YEAR, 2012–2021
5.9 REGULATORY LANDSCAPE
5.9.1 GLOBAL
5.10 TRADE ANALYSIS
FIGURE 33 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND)
FIGURE 34 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016–2019 (USD THOUSAND)
5.11 CASE STUDY ANALYSIS
5.11.1 L&T PARTNERED WITH INGAGE TECHNOLOGY TO TRAIN WORKERS
5.11.2 MOBIDEV CREATED AR APP TO INCREASE CUSTOMER ENGAGEMENT
5.11.3 RUFFLES COULD INCREASE SALES WITH AR GAME—AMIGO
5.11.4 BEP SURFACE TECHNOLOGIES OPTED FOR VIRTUAL REALITY FOR THEIR DESIGN AND MANUFACTURING PROCESSES
5.11.5 UNILEVER’S AR USE CASE: REMOTE ASSISTANCE AND KNOWLEDGE SHARING
5.11.6 BOEING’S AR USE CASE: WIRING OF AIRPLANE
5.12 KEY CONFERENCES & EVENTS DURING 2022-2023
TABLE 4 AUGMENTED & VIRTUAL REALITY MARKET : DETAILED LIST OF CONFERENCES & EVENTS
5.13 PORTER’S FIVE FORCES ANALYSIS
TABLE 5 AUGMENTED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS
5.13.1 INTENSITY OF COMPETITIVE RIVALRY
5.13.2 THREAT OF SUBSTITUTES
5.13.3 BARGAINING POWER OF BUYERS
5.13.4 BARGAINING POWER OF SUPPLIERS
5.13.5 THREAT OF NEW ENTRANTS
5.14 AVERAGE SELLING PRICE (ASP) ANALYSIS
FIGURE 35 AVERAGE PRICING FOR AR MARKET
FIGURE 36 AVERAGE PRICING FOR MARKET
6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY ENTERPRISE (Page No. - 107)
6.1 INTRODUCTION
6.2 SMALL ENTERPRISES
6.3 MEDIUM ENTERPRISES
6.4 LARGE ENTERPRISES
7 MARKET, BY TECHNOLOGY (Page No. - 110)
7.1 INTRODUCTION
7.2 AUGMENTED REALITY TECHNOLOGY
TABLE 6 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AR
7.2.1 MARKER-BASED AUGMENTED REALITY
7.2.1.1 Case study: Vectrona provided mixed reality experiences for US Air Force training
7.2.1.2 Passive marker
7.2.1.2.1 Passive markers are widely used type of marker-based AR
7.2.1.3 Active marker
7.2.1.3.1 Active markers use LED to track objects
7.2.1.3.2 Case study: The Code Work (TCW) project for augmented reality
7.2.2 MARKERLESS AUGMENTED REALITY
7.2.2.1 Model-based tracking
7.2.2.1.1 Model-based tracking depends on camera movements
7.2.2.1.2 Case study: Cavanna AR app
7.2.2.2 Image processing-based tracking
7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images
7.2.2.2.2 Case study: PAPER.plus brings in image processing-based tracking for markerless AR technology
7.2.3 ANCHOR-BASED AUGMENTED REALITY
7.2.3.1 Anchor-based AR is used to overlay virtual images in real space
7.2.3.2 Case study: Sotheby’s International Realty
7.3 VIRTUAL REALITY TECHNOLOGY
FIGURE 37 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
TABLE 7 MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION)
TABLE 8 MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
7.3.1 NON-IMMERSIVE TECHNOLOGY
7.3.1.1 Use of non-immersive technology in VR software development set to drive market
TABLE 9 MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 10 VR MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2022–2027 (USD MILLION)
7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY
7.3.2.1 Fully immersive technology would be driven by demand for VR HMDs
7.3.2.2 Case study: JBHXR & PIXO providing complete VR solution for enterprises
TABLE 11 MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 12 MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2022–2027 (USD MILLION)
8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING (Page No. - 121)
8.1 INTRODUCTION
FIGURE 38 AUGMENTED REALITY MARKET FOR HARDWARE EXPECTED TO GROW AT HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD
TABLE 13 MARKET, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 14 MARKET, BY OFFERING, 2022–2027 (USD MILLION)
8.2 HARDWARE
FIGURE 39 DISPLAYS & PROJECTORS TO HOLD LARGEST SIZE OF MARKET DURING FORECAST PERIOD
TABLE 15 MARKET, BY HARDWARE COMPONENT, 2018–2021 (USD MILLION)
TABLE 16 MARKET, BY HARDWARE COMPONENT, 2022–2027 (USD MILLION)
FIGURE 40 MARKET FOR HARDWARE TO REGISTER HIGHER CAGR DURING FORECAST PERIOD
TABLE 17 MARKET, BY OFFERING, 2018–2021 (USD MILLION)
TABLE 18 MARKET, BY OFFERING, 2022–2027 (USD MILLION)
FIGURE 41 MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
TABLE 19 MARKET, BY HARDWARE, 2018–2021 (USD MILLION)
TABLE 20 MARKET, HARDWARE, 2022–2027 (USD MILLION)
8.2.1 SENSORS
8.2.1.1 Sensors are widely used in AR & VR devices for detecting motion, velocity, magnetic field, and presence of object
8.2.1.1.1 Accelerometers
8.2.1.1.2 Gyroscopes
8.2.1.1.3 Magnetometers
8.2.1.1.4 Proximity sensors
8.2.2 SEMICONDUCTOR COMPONENTS
8.2.2.1 Controller is most important component of AR and VR devices
8.2.2.1.1 Controllers and processors
8.2.2.1.2 Integrated circuits
8.2.3 DISPLAYS AND PROJECTORS
8.2.3.1 Displays & projectors hold major share of AUGMENTED & VIRTUAL REALITY MARKET
8.2.4 POSITION TRACKERS
8.2.4.1 Position trackers are used for maintaining accuracy in AR and VR devices
8.2.5 CAMERAS
8.2.5.1 Cameras are crucial components to measure depth and amplitude of objects
8.2.6 OTHERS
8.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET
8.3 SOFTWARE
8.3.1 SDK WILL PLAY CRUCIAL ROLE IN AR & VR SOFTWARE MARKET
8.3.1.1 Software development kits
8.3.1.1.1 Case study: Arcore for Tendar
8.3.1.2 Cloud-based services
8.3.1.2.1 Case study: VR Group boosts cloud application performance and reduces costs
FIGURE 42 CONSUMER APPLICATIONS EXPECTED TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FOR SOFTWARE DURING FORECAST PERIOD
TABLE 21 MARKET FOR SOFTWARE, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 22 MARKET FOR SOFTWARE, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 23 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 24 MARKET FOR SOFTWARE, BY APPLICATION, 2022–2027 (USD MILLION)
8.3.2 AUGMENTED REALITY SOFTWARE FUNCTIONS
8.3.2.1 Workflow optimization and remote collaboration are most trending AR solutions
8.3.2.1.1 Remote collaboration
8.3.2.1.2 Case study: AkzoNobel adopts AMA’s AR solution to take remote collaboration to next level
8.3.2.1.3 Workflow optimization
8.3.2.1.4 Documentation
8.3.2.1.5 Visualization
8.3.2.1.6 3D modeling
8.3.2.1.7 Case study: Development of 3D Models for Interior Design AR App
8.3.2.1.8 Navigation
8.4 VIRTUAL REALITY CONTENT CREATION
8.4.1 VR CONTENT CREATION IS KEY TO STRENGTHENING VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES
8.4.2 CASE STUDY: DEPLOYING GAMIFICATION AND VR IN ACTIVE SHOOTER TRAINING COURSE BY INNO-VERSITY
9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (Page No. - 139)
9.1 INTRODUCTION
9.2 AUGMENTED REALITY DEVICES
FIGURE 43 MARKET FOR HEAD-MOUNTED DISPLAYS HAS LARGER MARKET SHARE DURING FORECAST PERIOD
TABLE 25 MARKET, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 26 MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 27 MARKET, BY DEVICE TYPE, 2018–2021 (THOUSAND UNITS)
TABLE 28 MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS)
9.2.1 HEAD-MOUNTED DISPLAYS
9.2.1.1 Case Study: Inova Mount Vernon Hospital puts emergency room patients at ease
TABLE 29 AR MARKET FOR HMD, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 30 MARKET FOR HMD, BY APPLICATION, 2022–2027 (USD MILLION)
9.2.1.2 Augmented Reality smart glasses
9.2.1.2.1 AR smart glasses are widely adopted across companies to improve work efficiency
9.2.1.2.2 Case study – North AR glasses for travel experience
9.2.1.3 Smart helmets
9.2.1.3.1 Smart helmets are widely adopted in construction sector to optimize workflow
9.2.1.3.2 Case study
9.2.2 HEAD-UP DISPLAYS
9.2.2.1 Head-up display devices are anticipated to commercialize in 2020
9.2.2.2 Case study: Navdy hired Aavid, Thermal division of Boyd Corporation to manage HUDs in varying thermal conditions
TABLE 31 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 32 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
9.3 VIRTUAL REALITY DEVICES
FIGURE 44 MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
TABLE 33 MARKET, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 34 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022–2027 (USD MILLION)
FIGURE 45 MARKET FOR GESTURE-TRACKING DEVICES TO EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD, IN TERMS OF SHIPMENT
TABLE 35 MARKET, BY DEVICE TYPE, 2018–2021 (THOUSAND UNITS)
TABLE 36 MARKET, BY DEVICE TYPE, 2022–2027 (THOUSAND UNITS)
9.3.1 HEAD-MOUNTED DISPLAYS
9.3.1.1 Use of HMDs in gaming and entertainment is major driver for growth of VR hardware devices
TABLE 37 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 38 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
9.3.2 GESTURE-TRACKING DEVICES
9.3.2.1 Gesture-tracking devices play crucial role in healthcare and gaming applications
9.3.2.2 Case study
9.3.2.2.1 Data gloves
9.3.2.2.2 Others
TABLE 39 AUGMENTED & VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 40 MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2022–2027 (USD MILLION)
9.3.3 PROJECTORS & DISPLAY WALLS
9.3.3.1 Projectors and display walls are new growth avenues in VR hardware market
9.3.3.2 Case study: Juntendo University, Sakura Campus
9.3.3.3 Case study: Barrier-Free VR Spectating
TABLE 41 MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 42 MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2022–2027 (USD MILLION)
10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION (Page No. - 155)
10.1 INTRODUCTION
FIGURE 46 AR MARKET, BY APPLICATION
FIGURE 47 CONSUMER APPLICATION TO HOLD LARGEST SHARE OF MARKET DURING FORECAST PERIOD
TABLE 43 MARKET, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 44 MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
10.2 APPLICATIONS OF AUGMENTED REALITY
10.2.1 CONSUMER
TABLE 45 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 46 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 47 MARKET FOR CONSUMER APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 48 MARKET FOR CONSUMER APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 49 MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 50 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 51 MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 52 MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 53 MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 54 MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 55 MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 56 MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.2.1.1 Gaming
10.2.1.1.1 Augmented reality enhances interactivity in gaming and provides immersive experience to gamers
10.2.1.1.2 Case study: Ruffles unites Brazil’s youth with Amigo AR game
10.2.1.2 Sports & entertainment
10.2.1.3 Case study: Xmas ARchy’s AR Portal
10.2.1.3.1 Entertainment applications
10.2.1.3.1.1 Museums (archaeology)
10.2.1.3.1.2 Case study: AR in museums
10.2.1.3.1.3 Theme parks
10.2.1.3.1.4 Art galleries and exhibitions
10.2.1.3.1.5 Case study: Jaunauce Palace team recruited Overly to bring back pieces from Leonardo da Vinci, Raphael, and Bertel Thorvaldsen in augmented reality
TABLE 57 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS
10.2.2 COMMERCIAL
TABLE 58 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 59 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 60 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018–2019 (USD MILLION)
TABLE 61 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 62 MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 63 MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 64 MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 65 MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 66 MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 67 MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 68 MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 69 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.2.2.1 Retail & e-commerce
10.2.2.1.1 Jewelry
10.2.2.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience
10.2.2.1.1.2 Case study: PC Jewelers Revamps Store Experience
10.2.2.1.2 Beauty and cosmetics
10.2.2.1.2.1 Virtual testing of cosmetic products is key driver for market in beauty and cosmetics
10.2.2.1.2.2 Case study: e.l.f. sees higher conversion for online consumers using 3D try-on
10.2.2.1.3 Apparel fitting
10.2.2.1.3.1 Virtual trial rooms are gaining consumer attention
10.2.2.1.3.2 Case study: Visual fitting room – TryNDBuy in Bangalore
10.2.2.1.4 Grocery shopping
10.2.2.1.4.1 Augmented reality provides personalized product tips in grocery application
10.2.2.1.5 Footwear
10.2.2.1.5.1 Virtual try before you buy feature drives growth of market in footwear
10.2.2.1.5.2 Case study: Virtual try-on shoes
10.2.2.1.6 Furniture & lighting design
10.2.2.1.6.1 Reduced product exchange rate through augmented reality drives growth of augmented reality market in furniture & lighting design
10.2.2.1.6.2 Case study: Slate and JigSpace are disrupting furniture design industry with AR model viewers and 3D product visualization software
10.2.2.2 Travel & Tourism
10.2.2.2.1 Augmented reality plays crucial role in enhancing traveling experience
10.2.2.2.2 Case study: Using AR for travel mobile app development
10.2.2.3 E-learning
10.2.2.3.1 Augmented reality increases student interaction and enhances learning experience
TABLE 70 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION
10.2.3 ENTERPRISE (MANUFACTURING)
10.2.3.1 Augmented reality aids enterprises in providing better training by visualizing content
10.2.3.2 Case study: Boeing cuts production time by 25% with Skylight on glass
TABLE 71 MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 72 MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 73 MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 74 MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 75 MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 76 MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 77 MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 78 MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 79 AR MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 80 MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 81 MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 82 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
TABLE 83 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION
10.2.4 HEALTHCARE
TABLE 84 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 85 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 86 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 87 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 88 MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 89 MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 90 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 91 MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 92 MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 93 MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 94 MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 95 MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.2.4.1 Surgery
10.2.4.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues
10.2.4.1.2 Case study: AR in surgeries
10.2.4.2 Fitness management
10.2.4.2.1 Augmented reality adds interactivity and fun to workouts
10.2.4.2.2 Case study: AR in fitness
10.2.4.3 Patient care management
10.2.4.3.1 Remote consulting feature drives growth of augmented reality for patient care management
10.2.4.3.2 Case study: AR in patient management
10.2.4.4 Pharmacy management
10.2.4.4.1 Requirement for better scheduling flow of medicines drives growth of augmented reality in pharmacy management
10.2.4.4.2 Case study: AR in pharmacy management
10.2.4.5 Medical training and education
10.2.4.5.1 Augmented reality enriches learning experience and amplifies interactivity
10.2.4.5.2 Case study: AR in medical education
10.2.4.6 Others
10.2.4.6.1 AR helps radiologists perceive 3D image data more precisely for interventional and diagnostic radiology
TABLE 96 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION
10.2.5 AEROSPACE & DEFENSE
10.2.5.1 AR is being used to gain competitive advantage over enemies
10.2.5.2 Case study: US Air Force adopts immersive mixed reality training to fuel better engagement, learning retention, and outcomes
TABLE 97 AR MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 98 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 99 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 100 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 101 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 102 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 103 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 104 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 105 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 106 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 107 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 108 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
TABLE 109 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION
10.2.6 ENERGY
10.2.6.1 Growing need to improve safety in oil & gas sector drives augmented reality market for energy sector
10.2.6.2 Case study: Siemens Energy’s remote assistance
TABLE 110 MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 111 MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 112 MARKET FOR ENERGY APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 113 MARKET FOR ENERGY APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 114 MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 115 MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 116 MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 117 MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 118 MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2018–2021 (USD MILLION)
TABLE 119 MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2022–2027 (USD MILLION)
TABLE 120 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 121 MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
TABLE 122 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION
10.2.7 AUTOMOTIVE
10.2.7.1 Emergence of ADAS drives demand for AR-based HUD technology
10.2.7.2 Case study: AR in heads-up displays for Visteon HUD
TABLE 123 MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 124 MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 125 MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 126 MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 127 MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 128 MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 129 MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 130 MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 131 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 132 MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 133 MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 134 MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
TABLE 135 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS
10.2.8 OTHERS
TABLE 136 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 137 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 138 MARKET FOR OTHER APPLICATIONS, BY REGION, 2018–2021 (USD MILLION)
TABLE 139 MARKET FOR OTHER APPLICATIONS, BY REGION, 2022–2027 (USD MILLION)
TABLE 140 MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 141 MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 142 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 143 MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 144 MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 145 MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 146 MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 147 MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.2.8.1 Agriculture
10.2.8.1.1 Augmented reality assists farmers in implementing new techniques with better learning experience
10.2.8.1.2 Case study: AR in agriculture
10.2.8.2 Construction
10.2.8.2.1 3D models required for construction projects can be better illustrated with augmented reality
10.2.8.2.2 Case study: AR in construction
10.2.8.3 Transportation & logistics
10.2.8.3.1 AR technology is widely adopted in transportation & logistics sector to document trading activities
10.2.8.4 Public safety
10.2.8.4.1 Augmented reality-based 3D maps aid police personnel in enhancing public safety
10.2.8.5 Telecom/IT data centers
10.2.8.5.1 Requirement of advanced network infrastructure in telecom/IT data centers would help drive AR software market for this vertical
10.2.8.5.2 Case study: AR in telecom
10.2.8.5.3 Case study: Service IT Direct utilizes CareAR to power Smart Handz
TABLE 148 USE CASES OF AUGMENTED REALITY IN OTHER APPLICATIONS
10.3 VIRTUAL REALITY APPLICATIONS
FIGURE 48 VR MARKET FOR COMMERCIAL APPLICATIONS TO REGISTER HIGHEST CAGR BETWEEN 2022 AND 2027
TABLE 149 VIRTUAL REALITY MARKET, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 150 MARKET, BY APPLICATION, 2022–2027 (USD MILLION)
10.3.1 CONSUMER
10.3.1.1 Gaming and entertainment applications are major drivers for market growth
TABLE 151 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 152 MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 153 MARKET FOR CONSUMER APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 154 MARKET FOR CONSUMER APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 155 MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 156 MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 157 MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 158 MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 159 MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 160 MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 161 MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 162 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.3.1.1.1 Gaming and entertainment
10.3.1.1.2 Sports
10.3.1.1.3 Case study: VR in sports
10.3.1.2 Use cases of virtual reality in consumer applications
10.3.2 COMMERCIAL
10.3.2.1 Retail and e-commerce to drive commercial applications in augmented & virtual reality market
TABLE 163 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 164 MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 165 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 166 MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 167 MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 168 MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 169 MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 170 MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 171 MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 172 MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 173 MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 174 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.3.2.1.1 Retail & e-commerce
10.3.2.1.2 Case study: Kellogg’s has perfected product placement with VR
10.3.2.1.3 Education and training
10.3.2.1.4 Case study: Virtual reality in classrooms
10.3.2.1.5 Travel and tourism
10.3.2.1.6 Case study: Thomas Cook’s virtual reality holiday ‘Try Before You Fly’
10.3.2.1.7 Advertising
10.3.2.1.8 Case study: New York Times takes news to new level
10.3.2.2 Use cases of virtual reality in commercial applications
10.3.3 ENTERPRISE (MANUFACTURING)
10.3.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in market
10.3.3.2 Case study: BEP Surface Technologies is using VR for growth
TABLE 175 VR MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 176 MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 177 MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 178 MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 179 MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 180 MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 181 MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 182 MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 183 MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 184 MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 185 MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 186 MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.3.3.3 Use cases of virtual reality in enterprise (manufacturing)
10.3.4 HEALTHCARE
10.3.4.1 Patient care management and medical training & education are major applications driving growth of VR in healthcare
TABLE 187 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 188 MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 189 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 190 MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 191 MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 192 MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 193 MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 194 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 195 MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 196 MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 197 MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 198 MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.3.4.1.1 Surgery
10.3.4.1.2 Case study: VR in surgeries
10.3.4.1.3 Patient care management
10.3.4.1.4 Case study: VR in patient care management
10.3.4.1.5 Fitness management
10.3.4.1.6 Pharmacy management
10.3.4.1.7 Medical training and education
10.3.4.1.8 Case study: GE Healthcare uses VR for training
10.3.4.2 Use cases of virtual reality in healthcare
10.3.5 AEROSPACE & DEFENSE
10.3.5.1 Simulation training to be major growth factor of VR in aerospace & defense
TABLE 199 VR MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 200 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 201 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018–2021 (USD MILLION)
TABLE 202 MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022–2027 (USD MILLION)
TABLE 203 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 204 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 205 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 206 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 207 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 208 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 209 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 210 MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.3.5.2 Use cases of virtual reality in aerospace & defense
10.3.6 OTHERS
TABLE 211 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2018–2021 (USD MILLION)
TABLE 212 MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2022–2027 (USD MILLION)
TABLE 213 MARKET FOR OTHER APPLICATIONS, BY REGION, 2018–2021 (USD MILLION)
TABLE 214 MARKET FOR OTHER APPLICATIONS, BY REGION, 2022–2027 (USD MILLION)
TABLE 215 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 216 MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 217 MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 218 MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 219 MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 220 MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
TABLE 221 MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 222 AUGMENTED REALITY AND VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2022–2027 (USD MILLION)
10.3.6.1 Automotive
10.3.6.2 Case study: AUDI lets customers “Enter Sandbox”
10.3.6.3 Real estate (architecture and building design)
10.3.6.4 Case study: Immersive visualization for architectural designs
10.3.6.5 Geospatial mining
10.3.6.6 Case study: Use of VR in Lihir Gold Mine
10.3.6.7 Use cases of virtual reality in other applications
11 GEOGRAPHICAL ANALYSIS (Page No. - 248)
11.1 INTRODUCTION
FIGURE 49 GEOGRAPHIC SNAPSHOT: AUGMENTED REALITY MARKET IN ASIA PACIFIC TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD
FIGURE 50 GEOGRAPHIC SNAPSHOT: MARKET IN ASIA PACIFIC TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD
TABLE 223 MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 224 MARKET, BY REGION, 2022–2027 (USD MILLION)
TABLE 225 MARKET, BY REGION, 2018–2021 (USD MILLION)
TABLE 226 VR MARKET, BY REGION, 2022–2027 (USD MILLION)
11.2 NORTH AMERICA
FIGURE 51 NORTH AMERICA: SNAPSHOT OF AR MARKET
TABLE 227 MARKET IN NORTH AMERICA, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 228 MARKET IN NORTH AMERICA, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 229 MARKET IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 230 MARKET IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
FIGURE 52 NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET
TABLE 231 MARKET IN NORTH AMERICA, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 232 MARKET IN NORTH AMERICA, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 233 MARKET IN NORTH AMERICA, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 234 MARKET IN NORTH AMERICA, BY COUNTRY, 2022–2027 (USD MILLION)
11.2.1 US
11.2.1.1 Strong presence of AR & VR companies to drive market
11.2.1.2 Case study: Showstopping technology by Cisco
11.2.2 CANADA
11.2.2.1 Increasing investments in cutting-edge technologies to fuel growth
11.2.2.2 Case study: Training using virtual reality
11.2.3 MEXICO
11.2.3.1 Evolving industries to drive market growth
11.3 EUROPE
11.3.1 CASE STUDY: QUOTIDIANAMENTE –ITALIAN PROJECT, WHICH COMBINES VR WITH DISABILITIES
FIGURE 53 EUROPE: SNAPSHOT OF AUGMENTED REALITY MARKET
TABLE 235 MARKET IN EUROPE, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 236 MARKET IN EUROPE, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 237 MARKET IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 238 AR MARKET IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
FIGURE 54 EUROPE: SNAPSHOT OF VIRTUAL REALITY MARKET
TABLE 239 MARKET IN EUROPE, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 240 MARKET IN EUROPE, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 241 MARKET IN EUROPE, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 242 VR MARKET IN EUROPE, BY COUNTRY, 2022–2027 (USD MILLION)
11.3.2 GERMANY
11.3.2.1 High adoption of new technologies in manufacturing to drive market
11.3.2.2 Case study: VR technologies adopted by Volkswagen
11.3.3 FRANCE
11.3.3.1 High adoption in retail to enhance market growth
11.3.3.2 Case study: 3D makeup try-on by L’Oreal
11.3.4 UK
11.3.4.1 Continuous focus on digitalization likely to drive market growth
11.3.4.2 Case study: Lloyd’s Register’: VR safety and performance
11.3.5 REST OF EUROPE
11.4 ASIA PACIFIC
FIGURE 55 ASIA PACIFIC: SNAPSHOT OF AUGMENTED REALITY MARKET
TABLE 243 MARKET IN ASIA PACIFIC, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 244 MARKET IN ASIA PACIFIC, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 245 MARKET IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 246 MARKET IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
FIGURE 56 ASIA PACIFIC: SNAPSHOT OF VIRTUAL REALITY MARKET
TABLE 247 AR & VR MARKET IN ASIA PACIFIC, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 248 MARKET IN ASIA PACIFIC, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 249 MARKET IN ASIA PACIFIC, BY COUNTRY, 2018–2021 (USD MILLION)
TABLE 250 MARKET IN ASIA PACIFIC, BY COUNTRY, 2022–2027 (USD MILLION)
11.4.1 CHINA
11.4.1.1 Huge number of local players producing AR & VR devices to drive market growth
11.4.1.2 Case study: IoT Solutions Limited developed AR learning platform
11.4.2 INDIA
11.4.2.1 Increasing awareness of advanced technology plays crucial role in market growth
11.4.2.2 Case study: Sony Pictures Entertainment (SPE) India used augmented reality to creatively engage users to promote Men in Black
11.4.3 JAPAN
11.4.3.1 High growth of healthcare sector to fuel market growth
11.4.3.2 Case study: Japan Eyewear’s JINS Holdings
11.4.4 SOUTH KOREA
11.4.4.1 Digital revolution in industrial sector to drive market growth
11.4.5 REST OF APAC
11.4.5.1 Case study: Castlery in Singapore adopted AR VR technologies to keep up with its business in furniture
11.5 ROW
TABLE 251 MARKET IN ROW, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 252 MARKET IN ROW, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 253 MARKET IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 254 AR MARKET IN ROW, BY REGION, 2022–2027 (USD MILLION)
TABLE 255 MARKET IN ROW, BY APPLICATION, 2018–2021 (USD MILLION)
TABLE 256 MARKET IN ROW, BY APPLICATION, 2022–2027 (USD MILLION)
TABLE 257 VR MARKET IN ROW, BY REGION, 2018–2021 (USD MILLION)
TABLE 258 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2022–2027 (USD MILLION)
11.5.1 MIDDLE EAST & AFRICA
11.5.1.1 Oil & gas and mining to fuel growth of AR and VR devices
11.5.1.2 Case study: Travel experiences with ILTM
11.5.2 SOUTH AMERICA
11.5.2.1 Growing consumer market to drive market growth
12 COMPETITIVE LANDSCAPE (Page No. - 284)
12.1 OVERVIEW
12.2 KEY PLAYER STRATEGIES/RIGHT TO WIN
TABLE 259 OVERVIEW OF STRATEGIES DEPLOYED BY KEY MARKET PLAYERS
12.2.1 PRODUCT PORTFOLIO
12.2.2 REGIONAL FOCUS
12.2.3 MANUFACTURING FOOTPRINT
12.2.4 ORGANIC/INORGANIC GROWTH STRATEGIES
12.3 RANKING FOR AR MARKET PLAYERS
FIGURE 57 RANKING OF THE TOP 5 PLAYERS IN AUGMENTED REALITY MARKET
12.4 RANKING FOR AR & VR MARKET PLAYERS
FIGURE 58 RANKING OF TOP 5 PLAYERS IN MARKET
12.5 COMPANY EVALUATION QUADRANT: AR MARKET
12.5.1 STARS
12.5.2 EMERGING LEADERS
12.5.3 PERVASIVE PLAYERS
12.5.4 PARTICIPANTS
FIGURE 59 MARKET COMPANY EVALUATION QUADRANT, 2021
12.6 COMPANY EVALUATION QUADRANT: MARKET
12.6.1 STARS
12.6.2 EMERGING LEADERS
12.6.3 PERVASIVE PLAYERS
12.6.4 PARTICIPANTS
FIGURE 60 VIRTUAL REALITY MARKET COMPANY EVALUATION QUADRANT, 2021
12.7 COMPANY FOOTPRINT
TABLE 260 OVERALL COMPANY FOOTPRINT
TABLE 261 FOOTPRINT OF DIFFERENT COMPANIES FOR TECHNOLOGY
TABLE 262 FOOTPRINT OF DIFFERENT COMPANIES FOR OFFERING
TABLE 263 FOOTPRINT OF DIFFERENT COMPANIES IN VARIOUS REGIONS
12.8 START-UP EVALUATION MATRIX: AR AND VR MARKET
12.8.1 PROGRESSIVE COMPANIES
12.8.2 RESPONSIVE COMPANIES
12.8.3 DYNAMIC COMPANIES
12.8.4 STARTING BLOCKS
FIGURE 61 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, STARTUP/SME EVALUATION MATRIX, 2021
12.9 COMPETITIVE SITUATIONS AND TRENDS
12.9.1 PRODUCT LAUNCHES
TABLE 264 PRODUCT LAUNCHES, 2020–2022
12.9.2 DEALS
TABLE 265 DEALS, 2020–2022
13 COMPANY PROFILING (Page No. - 302)
13.1 KEY PLAYERS
(Business Overview, Solutions, Products & Services strategies, Deals, Recent Developments, MnM View)*
13.1.1 GOOGLE
TABLE 266 GOOGLE: COMPANY SNAPSHOT
FIGURE 62 GOOGLE: COMPANY SNAPSHOT
13.1.2 MICROSOFT
TABLE 267 MICROSOFT: COMPANY SNAPSHOT
FIGURE 63 MICROSOFT: COMPANY SNAPSHOT
13.1.3 SONY
TABLE 268 SONY: COMPANY SNAPSHOT
FIGURE 64 SONY: COMPANY SNAPSHOT
13.1.4 OCULUS (META PLATFORMS)
TABLE 269 OCULUS (META PLATFORMS): COMPANY SNAPSHOT
13.1.5 SAMSUNG ELECTRONICS
TABLE 270 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
FIGURE 65 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
13.1.6 HTC
TABLE 271 HTC: COMPANY SNAPSHOT
FIGURE 66 HTC: COMPANY SNAPSHOT
13.1.7 APPLE
TABLE 272 APPLE: COMPANY SNAPSHOT
FIGURE 67 APPLE: COMPANY SNAPSHOT
13.1.8 PTC INC.
TABLE 273 PTC INC.: COMPANY SNAPSHOT
FIGURE 68 PTC INC.: COMPANY SNAPSHOT
13.1.9 SEIKO EPSON
TABLE 274 SEIKO EPSON: COMPANY SNAPSHOT
FIGURE 69 SEIKO EPSON: COMPANY SNAPSHOT
13.1.10 LENOVO
TABLE 275 LENOVO: COMPANY SNAPSHOT
FIGURE 70 LENOVO: COMPANY SNAPSHOT
13.2 OTHER PLAYERS
13.2.1 WIKITUDE GMBH
13.2.2 EON REALITY
13.2.3 MAXST
13.2.4 MAGIC LEAP INC.
13.2.5 BLIPPAR
13.2.6 UPSKILL
13.2.7 ATHEER INC.
13.2.8 VUZIX
13.2.9 CYBERGLOBE SYSTEMS
13.2.10 LEAP MOTION (ULTRALEAP)
13.2.11 SIXSENSE ENTERPRISES
13.2.12 NINTENDO
13.2.13 PSIOUS
13.2.14 MARXENT LABS, LLC
13.2.15 INGLOBE TECHNOLOGIES
13.2.16 META COMPANY
13.2.17 NIANTIC
13.2.18 AUGMENT SAS
13.2.19 MINDMAZE
13.2.20 FIRSTHAND TECHNOLOGY
13.2.21 WORLDVIZ
13.2.22 VIRTUIX
13.2.23 SURVIOS
13.2.24 INTEL CORPORATION
13.2.25 REALWEAR
13.2.26 MERGE LABS
13.2.27 SPACEVR
13.2.28 VIRTUALLY LIVE
13.2.29 XIAOMI CORPORATION
13.2.30 PANASONIC CORPORATION
13.2.31 DYNABOOK AMERICAS, INC.
13.2.32 OPTINVENT
13.2.33 WAYRAY
13.2.34 SCOPE AR
13.2.35 CONTINENTAL
13.2.36 VISTEON CORPORATION
13.2.37 TALEPSPIN
13.2.38 SCANTA
13.2.39 CRAFTARS
13.2.40 APPENTUS TECHNOLOGIES
13.2.41 BIDON GAMES STUDIO
*Details on Business Overview, Solutions, Products offered & Services strategies, Delas, Recent Developments, MnM View might not be captured in case of unlisted companies.
14 APPENDIX (Page No. - 369)
14.1 DISCUSSION GUIDE
14.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
14.3 AVAILABLE CUSTOMIZATIONS
14.4 RELATED REPORTS
14.5 AUTHOR DETAILS
The study involved four major activities for estimating the size of the AR and VR market. Exhaustive secondary research has been carried out to collect information relevant to the market, its peer markets, and its parent market. Primary research has been undertaken to validate key findings, assumptions, and sizing with the industry experts across the value chain of the augmented & virtual reality market. Both top-down and bottom-up approaches have been employed to estimate the complete market size. It has been followed by the market breakdown and data triangulation methods to estimate the size of different segments and subsegments of the market.
Secondary Research
The research methodology that has been used to estimate and forecast the size of the AR and VR industry began with the acquisition of data related to the revenues of key vendors in the market through secondary research. The secondary research referred to for this research study involves augmented reality and virtual reality magazines, journals. Moreover, the study involved extensive use of secondary sources, directories, and databases, such as Hoovers, Bloomberg Businessweek, Factiva, and OneSource, to identify and collect information useful for a technical, market-oriented, and commercial study of the augmented & virtual reality market. Vendor offerings have been taken into consideration to determine the market segmentation. The entire research methodology included the study of annual reports, press releases, and investor presentations of companies; white papers; and certified publications and articles by recognized authors; directories; and databases.
Primary Research
Extensive primary research has been conducted after acquiring an understanding of the AR and VR market scenario through secondary research. Several primary interviews have been conducted with market experts from both the demand and supply-side players across key regions, namely, North America, Europe, Asia Pacific, and Middle East, Africa, and South America. Various primary sources from both the supply and demand sides of the market have been interviewed to obtain qualitative and quantitative information. Following is the breakdown of the primary respondents.
Primary data has been collected through questionnaires, emails, and telephonic interviews. In the canvassing of primaries, various departments within organizations, such as sales, operations, and administration, were covered to provide a holistic viewpoint in our report. After interacting with industry experts, brief sessions were conducted with highly experienced independent consultants to reinforce the findings from our primaries. This, along with the in-house subject matter experts’ opinions, has led us to the findings as described in the remainder of this report.
To know about the assumptions considered for the study, download the pdf brochure
Market Size Estimation
Both top-down and bottom-up approaches have been used to estimate and validate the size of AR and VR industry and its segments. The research methodology used to estimate the market size includes the following:
- Key players in the market have been identified through extensive secondary research.
- The supply chain and the size of the augmented & virtual reality market, in terms of value, have been determined through primary and secondary research processes.
- Several primary interviews have been conducted with key opinion leaders related to AR and VR market including key OEMs, IDMs, and Tier I suppliers and software developers.
- All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
- Qualitative aspects such as market drivers, restraints, opportunities, and challenges have been taken into consideration while calculating and forecasting the market size
Global Augmented & Virtual Reality Market Size: Bottom-up Approach
To know about the assumptions considered for the study, Request for Free Sample Report
Data Triangulation
After arriving at the overall market size using the market size estimation process explained above the market has been split into several segments and subsegments. Data triangulation and market breakdown procedures have been employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics for each segment and subsegment of the market. The data has been triangulated by studying various factors and trends from both demand and supply sides of the AR and VR market.
Report Objectives
- To define, describe, and forecast the augmented reality (AR) and virtual reality (VR) market, in terms of value, based on offering, device type, application, and region
- To define, describe, and forecast the augmented & virtual reality market, in terms of volume, based on device type
- To define and describe the AR and VR market based on 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 industry.
- To study the evolution and timeline of the augmented & virtual reality market using the value chain analysis and market roadmaps.
- To analyze competitive developments such as funding, acquisitions, new product developments, and research and development (R&D) in the AR and VR industry.
- To strategically profile key players, comprehensively analyze their core competencies, and describe the competitive landscape of the market.
- To strategically profile the key players and comprehensively analyze their market shares and core competencies and provide a detailed competitive landscape for market leaders.
- To track and analyze competitive developments, such as partnerships, collaborations, agreements, and joint ventures; mergers and acquisitions; expansions; and product launches in the augmented & virtual reality market.
- To map competitive intelligence based on company profiles, strategies of key players, and game-changing developments such as product launches, partnerships, collaborations, and agreements undertaken in the AR and VR market.
Available Customizations:
Along with the market data, MarketsandMarkets offers customizations according to the specific requirements of companies. The following customization options are available for the report:
Company Information
- Detailed analysis and profiling of additional market players (up to 10)
- Additional country-level analysis of AR and VR market
- Estimation of the market size of the segments of the augmented & virtual reality market based on different subsegments
Growth opportunities and latent adjacency in Augmented Reality and Virtual Reality Market
We have developed a system to aid doctors with the patients analysis prior to surgery with the Oculus Rift VR-Device and now want to explore the potentials of the VR software for studying. To continue our research in the area of our interest, your report would be of great interest for us in order to gain more financing. I would therefore like to know if the report covers comprehensively the aspect of VR software and its use-cases mapped against the applications.
I am interested in your market forecast for Augmented/Virtual Reality. However, being an IT services company (particularly a system integration), I am more interested in finding out the market forecast for IT Services related to Augmented/Virtual Reality. Do you have this information in your report? Also, i would like to know if the report covers AR usage on mobile - market size, market potential/growth both in terms of current apps and consumer usage.
I am interested to understand the global trends and projects in the AR/VR market over the next 5-10 years and the major players in this space. I would also like to know the product offerings of the major industry players, their growth areas in all industries, their expertise of the technology, and reception from consumers. Does your report cover the aspect of competitive landscape in detail?
Hello, I would like to cite this report, but I cannot find the names of the authors. Who are they ?