Augmented and Virtual Reality Market Size, Share and Growth

Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region - Global Forecast to 2029

Report Code: SE 2288 Aug, 2024, by marketsandmarkets.com

Updated on : October 22, 2024

Augmented and Virtual Reality Market Size & Growth

The Augmented Reality and Virtual Reality Market size was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, growing at a CAGR of 34.2% during the forecast period 2024 to 2029.

Rapid growth of AR and VR applications in the gaming and entertainment industry are the major drivers of the augmented and virtual reality market. This is attributed to AR delivering uncommon combination that refashions how people relate with the digital content and VR enhancing the performance, compactness, and comfort such as Apple Vision Pro, Meta Quest 3. Furthermore, the growing implementation of government initiatives and investments towards AR and VR technologies provides growth opportunities in the augmented and virtual reality market. For instance, In September 2023, a UK-based holographic company Envisics, that manufactures in-car technology that projects navigation and safety alerts on the windscreen rose to USD 100 million in its Series C round is expected to help AR head-up displays reach commercialization over the forecast period.

Augmented and Virtual Reality Market Trends:

Impact of AI/Gen AI on augmented and virtual reality market

The major use cases of AI/Gen AI in the augmented and virtual reality market includes content creation, object recognition and tracking, user interaction, intelligent virtual assistants and spatial mapping. AI-enhanced content creation empowers the fast and easy generation of quality assets, environments, and interactions that provide more immersive and dynamic AR and VR experiences. AI-driven object recognition and tracking boost interactivity and realism several-fold by ensuring that virtual elements fit well into the real world—key to gaming, training, and industrial applications. Besides, AI enhances user interaction with intuitive and responsive interaction through natural language processing, gesture recognition, and adaptive interfaces that give better user engagement. Other benefits are AI-powered virtual assistants that can provide personalized aid and learn; however, their full potential is again limited because of technological and integrational challenges. Finally, spatial mapping enhanced by AI is required in the development of most immersive AR and VR experiences, since it accurately perceives and reconstructs physical environments; in this regard, spatial awareness drives applications like navigation, gaming, and training.

Augmented and Virtual Reality Market

Attractive Opportunities in Augmented Reality Market Size

Augmented and Virtual Reality Market

Augmented and Virtual Reality Market

Augmented and Virtual Reality Market Forecast to 2029

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Augmented and Virtual Reality Market Dynamics

Driver: Rapid growth of AR and VR applications in the gaming and entertainment industry

Demand for AR has been ever-increasing within the gaming and entertainment market simply because of its ability to alter a user's experience in extraordinary ways. AR puts together the uncommon combination of immersion and interactivity that refashions how people relate with digital content. On the gaming front, AR is creating worlds that merge the real and the virtual, urging players to explore their surroundings and collaborate with others in becoming part of the game. It physicalizes gameplay and encourages an active physical lifestyle and fosters the solving of problems.

VR technology has been gaining momentum lately in the gaming industry. By several key factors such as hardware improvements. In the hardware for VR gaming today, people have witnessed improved performance, compactness, and comfort in products like Apple Vision Pro and the ensuing Meta Quest 3. Improvements in display technology, increased resolution, better visuals, and spatial stability add up to enhance the overall immersive experience for gamers. Hence, their rapid growth in AR and VR applications in the gaming and entertainment industry drives market growth for augmented and virtual reality technologies.

Restraint: Presence of privacy infringement and technological constraints

The rapid evolution of AR technology has launched a wave of creative applications and experiences. These result in enhanced interactions between the digital and physical worlds in exciting ways, which give rise to critical concerns about potential security and privacy issues. AR technology often lays digital information over the top real world, mingling new routes of data collection and sharing. As digital elements become gradually aware of, and augment physical environments, there is an increased likelihood  of collecting personal data such as location information, images, as well as behavioral patterns. This information is applied in creating elaborate profiles for each person, hence raising concerns about its gathering, retention, and exploitation, thereby limiting the expansion of the AR technology market being bounded.

Viewers generally experience a 90-degree viewing angle when using VR devices which is significantly narrower as compared to the natural FOV of a human being, which is approximately 190 degrees horizontal and 120 degrees, oriented perpendicular to one another. Such misalignment reduced the level of immersion that VR experiences can bring about, as users are left with a feeling of limited peripheral vision compared to the actual perception existing in the real world. Hence, technological constraints are limitation factors to the growth of VR.

Opportunity: Growing implementation of government initiatives and investments

Governments across the world are inducing the development of the AR market with their support in terms of AR funding, R&D support, startup grants, and partnership with academic institutes. For instance, In September 2023, a UK-based holographic company Envisics, that manufactures in-car technology that projects navigation, safety alerts onto the windscreen rose USD 100 million in its Series C round is projected to commercialize AR head-up displays during the forecast period. Furthermore, in August 2023, companies like Snapchat launched the reward lens creator program with AR creators and developers in order to monetize their top-performing lenses. If an AR lens creator's invention achieves high engagement in countries such as the United States, India, or Mexico, they could potentially earn up to USD 7,200 per month. Such developments fuels the awareness of AR market which thereby drives the market growth of AR in the future.

The current period witnesses huge investment in the VR market for the reason that the endowment in this technology which is potentially leading in introducing transformation in several industries. The investment infusion indicates the increasing acceptance of the capability of VR to redesign digital interacting, learning, communicating, and experiential landscapes. Evidently, the numerous applications under VR attract investors to from billing games, entertainment, to healthcare, education and finance.

Challenge:  Lack of flexibility and technical issues in various AR VR products

The lack of flexibility within the different AR platforms rises deep concern over the development of such AR technology. Compatibility issues arise as the key problem because most AR platforms often have their proprietary hardware and software; hence, they make it hard to create content for an all-in-one system with interchangeable parts. In addition, development of cross-platform AR applications is complicated and time-consuming; again, it often necessitates that several versions are made or that specialized tools be used, which will multiply development costs and delay time-to-market, which will in turn hinder the growth of the AR technology market.

Key technical limitations with the VR market are related to display resolution and haptic feedback and optimal user engagement. Attaining a very high level of visual fidelity that is comparable to the complexity of human vision is very important, and the role played by visual resolution is critical. While improvements are made, and fine details are still difficult to reproduce accurately, giving rise relatively frequently to artifacts such as "screen door effect" where a visible pixel grid detracts from immersion and blurs the distinction along the line, between the digital and the physical. Therefore, the presence of technical problems dampens the market appeal of the VR technology

Augmented and Virtual Reality Market Ecosystem

The prominent players in the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple, Inc. (US), ByteDance (China), and DPVR (China). These companies perform organic and inorganic growth strategies to expand themselves globally by providing advanced augmented and virtual reality products.

Augmented and Virtual Reality Market by Ecosystem

Augmented and Virtual Reality Market Segmentation

AR head-mounted displays (HMDs) and VR gesture tracking devices are expected to witness the highest CAGR in the augmented and virtual reality market during the forecast period

AR head-mounted displays (HMDs) are expected to witness the highest CAGR in the augmented reality market during the forecast period. This is attributed to the accelerating adoption of AR HMDs in consumer, and aerospace and defense applications. In consumer applications AR HMDs are highly used in gaming, sports, and entertainment sector. They help rogue pilots in the air force and navy personnel to clearly view and aim at enemy operations more accurately. The other segment involved in this category is the AR smart eyewear segment. It is gaining the interest of enterprises and healthcare, retail, automotive and consumer segments. Major industry players, which include Osterhout Design Group (UK), Epson, Google, Magic Leap, Vuzix, and Solos (UK) are committed to the hype of augmented reality smart whereas in the case of the virtual reality hardware consumer ones, the crucial hardware device in the virtual reality domain is the VR gesture tracking device. The VR gesture tracking device will render the user immersed. So naturally, the demand for the gesture tracking devices will soar in the virtual reality industry.

Enterprise and consumer applications is expected to have the largest market size in augmented and virtual reality market, respectively, during the forecast period

The enterprise application segment was predicted to lead the market for AR during the forecasting period in terms of market size. Factors driving growth in these segments include an increasing need to improve training methodologies by a reduction in human errors and by optimizing efficiency. Further, the addition of AR has revolutionized training methodologies by giving trainers increased visibility and hence conforms to the industry 4.0 trend. Additionally, there is high demand in the entertainment sector for developing VR applications to enhance user experiences in sports broadcasting and gather information through social networking sites. Therefore, the demand for VR technology in consumer applications is expected to have the largest market size during the forecast period.

Augmented and Virtual Reality Industry Regional Analysis

Asia Pacific region is expected to witness the highest CAGR in the augmented and virtual reality market during forecast period

Asia Pacific is expected to witness the highest CAGR in the augmented and virtual reality industry during the forecast period, primarily due to the factors such as widespread use of smartphones, increased adoption of smart electronic devices, rising demand for AR technology in healthcare applications, presence of numerous key players in the region such as Sony Group Corporation, ByteDance, DPVR among others, and availability of cost-effective VR products from local manufacturers, especially in China. Therefore, Asia Pacific is expected to witness the highest CAGR during the forecast period.

Augmented and Virtual Reality Market by Region

Augmented and Virtual Reality Market by Region

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Top Augmented and Virtual Reality Companies - Key Market Players

The major players in the augmented and virtual reality companies include

These companies have used both organic and inorganic growth strategies such as product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions to strengthen their position in the market.

Augmented and Virtual Reality Market Report Scope

Report Metric

Details

Estimated Market Size

USD 22.12 billion in 2024

Expected Market Size

USD 96.32 billion by 2029

Growth Rate

CAGR of 34.2%

Market size available for years

2020–2029

Base year considered

2023

Forecast period

2024–2029

Forecast units

Value (USD Million/Billion), Volume (Million Units)

Segments covered

By Technology, Offering, Device Type, Application, and Region

Geographies covered

North America, Europe, Asia Pacific, and Rest of the World (RoW)

Companies covered

The major players in the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), DPVR (China), Intel Corporation (US), Magic Leap, Inc. (US), Ultraleap (US), Vuzix (US), Xiaomi (China), HTC Corporation (Taiwan), Google (US), SAMSUNG (South Korea), Microsoft (US), EON Reality (US), Maxst Co., Ltd. (South Korea), Blippar Group Limited (UK), Atheer, Inc. (US), Nintendo (Japan), Ultraleap (US), Penumbra Inc. (US), Psico Smart S.L. (Spain), Panasonic Corporation (Japan), Scope AR (US), Continental AG (Germany), Virtually Live (Switzerland), Intel Corporation (US), Craftars (Romania), BidOn Games Studio (Ukraine), Appentus Technologies (India), 3D Cloud (US), and WayRay AG (US)

Augmented and Virtual Reality Market Highlights

The study segments the augmented and virtual reality market based on technology, offering, device type, application, and region at the regional and global level.

Segment

Subsegment

By Technology

  • Augmented Reality Technology
  • Virtual Reality Technology

By Offering

    • Hardware
      • Sensors
      • Semiconductor Components
      • Displays & Projectors
      • Position Tracker
      • Cameras
      • Others
    • Software

By Device Type

  • Augmented Reality Devices
    • Head-mounted Displays
    • Head-up Displays
  • Virtual Reality Devices
    • Head-mounted Displays
    • Gesture Tracking Devices
    • Projectors & Displays Walls

By Application

  • Augmented Reality Application
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Aerospace & Defense
    • Energy
    • Automotive
    • Other Augmented Reality Applications
  • Virtual Reality Application
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Aerospace & Defense
    • Other Virtual Reality Applications

By Region

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

Recent Developments in Augmented and Virtual Reality Industry

  • In June, 2024, Apple Inc. launched vision OS 2 which provided new spatial computing experiences to Vision Pro. Through this the user can turn their photos into spatial photos, gestures for navigating visionOS and many more ways to take advantage of spatial computing.
  • In June 2024, Google formed a collaboration with the artist Grand Palais Immersif’s recent exhibition “Loading: Urban Art in the Digital Age Exhibition” which is an immersive exhibition that portrays the history of urban art and sheds light on the impact of digital technologies.
  • In May 2024, Alo Moves and Meta formed a partnership that will features 3D classes for a new level of immersion. Under this partnership, Alo Moves will utilize Meta Quest 3 in the same rooms as the instructors for classes spanning yoga, Pilates and meditation.
  • In April 2024, Meta. And EssilorLuxottica formed a partnership to produce second-generation smart glasses which expands the Ray-Ban Meta smart glasses collection. It includes additional features such as updates to Meta AI that will make the glasses more useful.
  • In January 2024, Sony Group Corporation developed an immersive spatial content creation system which includes XR HMD which delivers high quality 4K OLED microdisplays, video see through functions and a pair of controllers that are used for intuitive interaction with 3D objects and precise pointing.

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INTRODUCTION
29
RESEARCH METHODOLOGY
35
EXECUTIVE SUMMARY
48
PREMIUM INSIGHTS
55
MARKET OVERVIEW
61
  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS: AUGMENTED REALITY MARKET
    DRIVERS
    - Rising integration of virtual game elements to foster real-world interactions
    - Growing emphasis on providing immersive shopping experiences
    - Increasing use of AR technology in industrial sectors
    RESTRAINTS
    - High implementation costs of AR technology
    - Security and privacy concerns
    OPPORTUNITIES
    - Surging deployment of AR devices to improve medical procedures
    - Increasing spending on in-car technologies with surging demand for safer vehicles
    CHALLENGES
    - Display latency and limited field of view
    - Flexibility and compatibility issues
  • 5.3 MARKET DYNAMICS: VIRTUAL REALITY MARKET
    DRIVERS
    - Rising integration of advanced haptic feedback tools to improve VR experiences
    - Growing focus on improving collaboration and communication
    - Increasing availability of budget-friendly VR devices
    RESTRAINTS
    - Weight distribution and ergonomic design flaws
    OPPORTUNITIES
    - Rising popularity of remote medical consultations and telemedicine
    - Surging investments in VR hardware components
    CHALLENGES
    - High energy consumption
    - Display resolution issues
  • 5.4 VALUE CHAIN ANALYSIS
  • 5.5 ECOSYSTEM ANALYSIS
  • 5.6 INVESTMENT AND FUNDING SCENARIO
  • 5.7 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.8 TECHNOLOGY ANALYSIS
    KEY TECHNOLOGIES
    - AR smart glasses
    - VR-based microdisplays
    - Mobile AR
    - Near-eye displays
    COMPLEMENTARY TECHNOLOGIES
    - AR-powered displays
    - AR/VR-based monitors
    - Web-based AR
    ADJACENT TECHNOLOGIES
    - Metaverse
  • 5.9 PRICING ANALYSIS
    AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
    AVERAGE SELLING PRICE TREND, BY DEVICE TYPE
    AVERAGE SELLING PRICE TREND, BY REGION
  • 5.10 PORTER’S FIVE FORCES ANALYSIS
    THREAT OF NEW ENTRANTS
    THREAT OF SUBSTITUTES
    BARGAINING POWER OF SUPPLIERS
    BARGAINING POWER OF BUYERS
    INTENSITY OF COMPETITIVE RIVALRY
  • 5.11 KEY STAKEHOLDERS AND BUYING CRITERIA
    KEY STAKEHOLDERS IN BUYING PROCESS
    BUYING CRITERIA
  • 5.12 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET
  • 5.13 CASE STUDY ANALYSIS
    HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS
    VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION
    HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS
    META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES
  • 5.14 TRADE ANALYSIS
    IMPORT SCENARIO (HS CODE 9004)
    EXPORT SCENARIO (HS CODE 9004)
  • 5.15 PATENT ANALYSIS
  • 5.16 REGULATORY LANDSCAPE
    REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    REGULATIONS
  • 5.17 KEY CONFERENCES AND EVENTS, 2024–2025
ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES
106
  • 6.1 INTRODUCTION
  • 6.2 SMALL-SIZED ENTERPRISES
  • 6.3 MEDIUM-SIZED ENTERPRISES
  • 6.4 LARGE ENTERPRISES
AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
109
  • 7.1 INTRODUCTION
  • 7.2 AUGMENTED REALITY
    MARKER-BASED
    - Increasing need for cost-effective and reliable technology to drive market
    - Passive marker
    - Active marker
    MARKERLESS
    - Mounting demand for smartphones and tablets to fuel segmental growth
    - Model-based tracking
    - Image processing-based tracking
    ANCHOR-BASED
    - Growing need to effectively overlay virtual images for real-world detection to augment segmental growth
  • 7.3 VIRTUAL REALITY
    NON-IMMERSIVE
    - Cost-effectiveness and ease of implementation to expedite segmental growth
    SEMI & FULLY IMMERSIVE
    - Adoption in high-end gaming and medical simulations to fuel segmental growth
AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING
118
  • 8.1 INTRODUCTION
  • 8.2 HARDWARE
    SENSORS
    - Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth
    SEMICONDUCTOR COMPONENTS
    - Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth
    DISPLAYS & PROJECTORS
    - Rapid advancement in optical technology to contribute to segmental growth
    POSITION/ROOM TRACKERS
    - Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth
    CAMERAS
    - Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth
    OTHER HARDWARE COMPONENTS
  • 8.3 SOFTWARE
    INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH
    BY FUNCTION
    - Remote collaboration
    - Workflow optimization
    - Documentation
    - Visualization
    - 3D modeling
    - Navigation
AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE
133
  • 9.1 INTRODUCTION
  • 9.2 AUGMENTED REALITY DEVICES
    HEAD-MOUNTED DISPLAYS
    - Use in navigation and gaming to provide interactive experiences to foster segmental growth
    - Smart glasses
    - Smart helmets
    HEAD-UP DISPLAYS
    - Integration into automobiles to provide safety alerts to contribute to segmental growth
  • 9.3 VIRTUAL REALITY DEVICES
    HEAD-MOUNTED DISPLAYS
    - Demand for immersive entertainment and gaming experiences to boost segmental growth
    GESTURE-TRACKING DEVICES
    - Utilization in rehabilitation and physical therapy to accelerate segmental growth
    PROJECTORS & DISPLAY WALLS
    - Adoption to create large-scale visualizations to fuel segmental growth
AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
141
  • 10.1 INTRODUCTION
  • 10.2 AUGMENTED REALITY APPLICATIONS
    CONSUMER
    - Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth
    - Gaming
    - Sports & entertainment
    COMMERCIAL
    - Rise in internet access and online sales to contribute to segmental growth
    - Retail & e-commerce
    - Travel & tourism
    - E-learning
    ENTERPRISE
    - Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth
    HEALTHCARE
    - Increased demand for advanced imaging equipment to boost segmental growth
    - Surgery
    - Fitness management
    - Patient care management
    - Pharmacy management
    - Medical training & education
    - Other healthcare applications
    AEROSPACE & DEFENSE
    - Need for quick identification of aircraft defects and damage to augment segmental growth
    ENERGY
    - Strong focus on ensuring compliance with safety regulations to foster segmental growth
    AUTOMOTIVE
    - Adoption of advanced driver-assistance systems to enhance road safety to drive market
    OTHER AR APPLICATIONS
    - Agriculture
    - Construction
    - Transportation & logistics
    - Public safety
    - Telecom/IT data centers
  • 10.3 VIRTUAL REALITY APPLICATIONS
    CONSUMER
    - Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth
    - Gaming & entertainment
    - Sports
    COMMERCIAL
    - Rising emphasis on effective marketing and advertising to contribute to segmental growth
    ENTERPRISE
    - Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth
    HEALTHCARE
    - Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth
    AEROSPACE & DEFENSE
    - Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth
    OTHER VR APPLICATIONS
    - Automotive
    - Real estate
    - Geospatial mining
AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
180
  • 11.1 INTRODUCTION
  • 11.2 NORTH AMERICA
    MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    US
    - Rising deployment of innovative technologies for marketing and promotional campaigns to drive market
    CANADA
    - Burgeoning tourism and hospitality sectors to contribute to market growth
    MEXICO
    - Increasing development of VR-powered training centers to combat crime to fuel market growth
  • 11.3 EUROPE
    MACROECONOMIC OUTLOOK FOR EUROPE
    GERMANY
    - Increasing development of virtual car dealerships to boost market growth
    FRANCE
    - Escalating adoption of digital displays to accelerate market growth
    UK
    - Rapid digital transformation to contribute to market growth
    REST OF EUROPE
  • 11.4 ASIA PACIFIC
    MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    CHINA
    - Growing population and smartphone adoption to foster market growth
    INDIA
    - Rise in online robotics education to augment market growth
    JAPAN
    - Increasing deployment of advanced technologies in healthcare sector to drive market
    SOUTH KOREA
    - Rising emphasis on streamlining grocery shopping experience to boost market growth
    REST OF ASIA PACIFIC
  • 11.5 ROW
    MACROECONOMIC OUTLOOK FOR ROW
    MIDDLE EAST & AFRICA
    - Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth
    - GCC countries
    - Africa & Rest of Middle East
    SOUTH AMERICA
    - Expansion of consumer sector to expedite market growth
COMPETITIVE LANDSCAPE
213
  • 12.1 INTRODUCTION
  • 12.2 KEY STRATEGIES/RIGHT TO WIN, 2019–2024
  • 12.3 MARKET SHARE ANALYSIS, 2023
  • 12.4 COMPANY VALUATION AND FINANCIAL METRICS
  • 12.5 BRAND/PRODUCT COMPARISON
  • 12.6 REVENUE ANALYSIS, 2020–2023
  • 12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    STARS
    EMERGING LEADERS
    PERVASIVE PLAYERS
    PARTICIPANTS
    COMPANY FOOTPRINT: KEY PLAYERS, 2023
    - Company footprint
    - Technology footprint
    - Offering footprint
    - Device type footprint
    - Application footprint
    - Region footprint
  • 12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    PROGRESSIVE COMPANIES
    RESPONSIVE COMPANIES
    DYNAMIC COMPANIES
    STARTING BLOCKS
    COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
    - Detailed list of key startups/SMEs
    - Competitive benchmarking of key startups/SMEs
  • 12.9 COMPETITIVE SCENARIO
    PRODUCT LAUNCHES
    DEALS
    EXPANSIONS
    OTHERS
COMPANY PROFILES
239
  • 13.1 KEY PLAYERS
    META
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    SONY CORPORATION
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    APPLE INC.
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    BYTEDANCE
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    DPVR
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    HTC CORPORATION
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    - MnM view
    GOOGLE
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    MICROSOFT
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    SAMSUNG
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    PTC
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    SEIKO EPSON CORPORATION
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
    LENOVO
    - Business overview
    - Products/Solutions/Services offered
    - Recent developments
  • 13.2 OTHER PLAYERS
    EON REALITY
    MAXST CO., LTD.
    MAGIC LEAP, INC.
    BLIPPAR GROUP LIMITED
    ATHEER, INC.
    VUZIX
    NINTENDO
    ULTRALEAP
    PENUMBRA, INC.
    PSICO SMART APPS S.L.
    XIAOMI
    PANASONIC CORPORATION
    SCOPE AR
    CONTINENTAL AG
    VIRTUALLY LIVE
    INTEL CORPORATION
    CRAFTARS
    BIDON GAMES STUDIO
    APPENTUS TECHNOLOGIES
    3D CLOUD
    WAYRAY AG
APPENDIX
299
  • 14.1 INSIGHTS FROM INDUSTRY EXPERTS
  • 14.2 DISCUSSION GUIDE
  • 14.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
  • 14.4 CUSTOMIZATION OPTIONS
  • 14.5 RELATED REPORTS
  • 14.6 AUTHOR DETAILS
LIST OF TABLES
 
  • TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET FORECAST
  • TABLE 2 MARKET: RESEARCH ASSUMPTIONS
  • TABLE 3 MARKET: RISK ANALYSIS
  • TABLE 4 ROLE OF COMPANIES IN AUGMENTED AND VIRTUAL REALITY ECOSYSTEM
  • TABLE 5 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED BY KEY PLAYERS, 2020–2023 (USD)
  • TABLE 6 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED BY KEY PLAYERS, 2020–2023 (USD)
  • TABLE 7 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES, 2020–2023 (USD)
  • TABLE 8 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES, 2020–2023 (USD)
  • TABLE 9 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020–2023 (USD)
  • TABLE 10 PORTER’S FIVE FORCES ANALYSIS
  • TABLE 11 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS (%)
  • TABLE 12 MARKET: KEY BUYING CRITERIA FOR TOP TWO APPLICATIONS
  • TABLE 13 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 14 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
  • TABLE 15 NUMBER OF PATENTS APPLIED AND GRANTED, 2013–2023
  • TABLE 16 LIST OF PATENTS, 2022–2023
  • TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 21 LIST OF CONFERENCES AND EVENTS, 2024–2025
  • TABLE 22 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 23 MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 24 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AUGMENTED REALITY TECHNOLOGY
  • TABLE 25 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 26 MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 27 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
  • TABLE 28 MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
  • TABLE 29 MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 30 AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 31 MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 32 VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 33 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
  • TABLE 34 HARDWARE: MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
  • TABLE 35 HARDWARE: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 36 HARDWARE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 37 HARDWARE: MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
  • TABLE 38 HARDWARE: MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
  • TABLE 39 HARDWARE: MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 40 HARDWARE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 41 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 42 SOFTWARE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 43 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 44 SOFTWARE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 45 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
  • TABLE 46 MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  • TABLE 47 MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
  • TABLE 48 MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
  • TABLE 49 MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
  • TABLE 50 MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
  • TABLE 51 MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
  • TABLE 52 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
  • TABLE 53 AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 54 MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 55 CONSUMER: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 56 CONSUMER: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 57 CONSUMER: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 58 CONSUMER: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 59 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS
  • TABLE 60 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 61 COMMERCIAL: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 62 COMMERCIAL: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 63 COMMERCIAL: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 64 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATIONS
  • TABLE 65 ENTERPRISE: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 66 ENTERPRISE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 67 ENTERPRISE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 68 ENTERPRISE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 69 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATIONS
  • TABLE 70 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 71 HEALTHCARE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 72 HEALTHCARE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 73 HEALTHCARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 74 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATIONS
  • TABLE 75 AEROSPACE & DEFENSE: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 76 AEROSPACE & DEFENSE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 77 AEROSPACE & DEFENSE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 78 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 79 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATIONS
  • TABLE 80 ENERGY: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 81 ENERGY: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 82 ENERGY: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 83 ENERGY: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 84 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATIONS
  • TABLE 85 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 86 AUTOMOTIVE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 87 AUTOMOTIVE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 88 AUTOMOTIVE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 89 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS
  • TABLE 90 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 91 OTHER AR APPLICATIONS: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 92 OTHER AR APPLICATIONS: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 93 OTHER AR APPLICATIONS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 94 USE CASES OF AUGMENTED REALITY IN OTHER AR APPLICATIONS
  • TABLE 95 VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 96 MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 97 CONSUMER: MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 98 CONSUMER: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 99 CONSUMER: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 100 CONSUMER: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 101 USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS
  • TABLE 102 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 103 COMMERCIAL: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 104 COMMERCIAL: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 105 COMMERCIAL: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 106 USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS
  • TABLE 107 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 108 ENTERPRISE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 109 ENTERPRISE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 110 ENTERPRISE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 111 USE CASES OF VIRTUAL REALITY IN ENTERPRISE APPLICATIONS
  • TABLE 112 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 113 HEALTHCARE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 114 HEALTHCARE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 115 HEALTHCARE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 116 USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS
  • TABLE 117 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 118 AEROSPACE & DEFENSE: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 119 AEROSPACE & DEFENSE: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 120 AEROSPACE & DEFENSE: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 121 USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS
  • TABLE 122 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
  • TABLE 123 OTHER VR APPLICATIONS: MARKET, BY OFFERING, 2024–2029 (USD MILLION)
  • TABLE 124 OTHER VR APPLICATIONS: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 125 OTHER VR APPLICATIONS: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 126 USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS
  • TABLE 127 AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 128 MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 129 VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 130 MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 131 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 132 NORTH AMERICA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 133 NORTH AMERICA: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 134 NORTH AMERICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 135 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 136 NORTH AMERICA: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 137 NORTH AMERICA: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 138 NORTH AMERICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 139 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 140 EUROPE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 141 EUROPE: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 142 EUROPE: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 143 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 144 EUROPE: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 145 EUROPE: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 146 EUROPE: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 147 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 148 ASIA PACIFIC: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 149 ASIA PACIFIC: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 150 ASIA PACIFIC: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 151 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 152 ASIA PACIFIC: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 153 ASIA PACIFIC: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 154 ASIA PACIFIC: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 155 ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 156 ROW: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 157 ROW: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 158 ROW: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 159 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 160 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 161 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
  • TABLE 162 ROW: MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
  • TABLE 163 ROW: MARKET, BY REGION, 2020–2023 (USD MILLION)
  • TABLE 164 ROW: MARKET, BY REGION, 2024–2029 (USD MILLION)
  • TABLE 165 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
  • TABLE 166 MIDDLE EAST & AFRICA: MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
  • TABLE 167 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024
  • TABLE 168 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES, 2023
  • TABLE 169 MARKET: TECHNOLOGY FOOTPRINT
  • TABLE 170 MARKET: OFFERING FOOTPRINT
  • TABLE 171 MARKET: DEVICE TYPE FOOTPRINT
  • TABLE 172 MARKET: APPLICATION FOOTPRINT
  • TABLE 173 MARKET: REGION FOOTPRINT
  • TABLE 174 MARKET: DETAILED LIST OF KEY STARTUP/SMES
  • TABLE 175 MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
  • TABLE 176 MARKET: PRODUCT LAUNCHES, DECEMBER 2019–JUNE 2024
  • TABLE 177 MARKET: DEALS, DECEMBER 2019–JUNE 2024
  • TABLE 178 MARKET: EXPANSIONS, DECEMBER 2019–JUNE 2024
  • TABLE 179 AUGMENTED AND VIRTUAL REALITY MARKET: OTHERS, DECEMBER 2019–JUNE 2024
  • TABLE 180 META: COMPANY OVERVIEW
  • TABLE 181 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 182 META: PRODUCT LAUNCHES
  • TABLE 183 META: DEALS
  • TABLE 184 SONY CORPORATION: COMPANY OVERVIEW
  • TABLE 185 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 186 SONY CORPORATION: PRODUCT LAUNCHES
  • TABLE 187 SONY CORPORATION: DEALS
  • TABLE 188 SONY CORPORATION: EXPANSIONS
  • TABLE 189 APPLE INC.: COMPANY OVERVIEW
  • TABLE 190 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 191 APPLE INC.: PRODUCT LAUNCHES
  • TABLE 192 BYTEDANCE: COMPANY OVERVIEW
  • TABLE 193 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 194 BYTEDANCE: PRODUCT LAUNCHES
  • TABLE 195 BYTEDANCE: DEALS
  • TABLE 196 DPVR: COMPANY OVERVIEW
  • TABLE 197 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 198 DPVR: PRODUCT LAUNCHES
  • TABLE 199 DPVR: DEALS
  • TABLE 200 HTC CORPORATION: COMPANY OVERVIEW
  • TABLE 201 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 202 HTC CORPORATION: PRODUCT LAUNCHES
  • TABLE 203 HTC CORPORATION: DEALS
  • TABLE 204 GOOGLE: COMPANY OVERVIEW
  • TABLE 205 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 206 GOOGLE: PRODUCT LAUNCHES
  • TABLE 207 GOOGLE: DEALS
  • TABLE 208 MICROSOFT: COMPANY OVERVIEW
  • TABLE 209 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 210 MICROSOFT: PRODUCT LAUNCHES
  • TABLE 211 MICROSOFT: DEALS
  • TABLE 212 MICROSOFT: OTHERS
  • TABLE 213 SAMSUNG: COMPANY OVERVIEW
  • TABLE 214 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 215 SAMSUNG: PRODUCT LAUNCHES
  • TABLE 216 SAMSUNG: DEALS
  • TABLE 217 PTC: COMPANY OVERVIEW
  • TABLE 218 PTC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 219 PTC: DEALS
  • TABLE 220 SEIKO EPSON CORPORATION: COMPANY OVERVIEW
  • TABLE 221 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 222 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
  • TABLE 223 LENOVO: COMPANY OVERVIEW
  • TABLE 224 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 225 LENOVO: PRODUCT LAUNCHES
  • TABLE 226 LENOVO: DEALS
LIST OF FIGURES
 
  • FIGURE 1 AUGMENTED REALITY MARKET SEGMENTATION
  • FIGURE 2 VIRTUAL REALITY MARKET SEGMENTATION
  • FIGURE 3 MARKET: RESEARCH DESIGN
  • FIGURE 4 MARKET: RESEARCH DESIGN
  • FIGURE 5 AUGMENTED AND VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH
  • FIGURE 6 MARKET: TOP-DOWN APPROACH
  • FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 1)
  • FIGURE 8 MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 2)
  • FIGURE 9 MARKET: DATA TRIANGULATION
  • FIGURE 10 AUGMENTED REALITY MARKET SNAPSHOT
  • FIGURE 11 VIRTUAL REALITY MARKET SNAPSHOT
  • FIGURE 12 SOFTWARE SEGMENT TO DOMINATE MARKET BETWEEN 2024 AND 2029
  • FIGURE 13 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SHARE OF MARKET IN 2024
  • FIGURE 14 AUGMENTED REALITY SEGMENT TO ACCOUNT FOR LARGER MARKET SHARE IN 2029
  • FIGURE 15 HEAD-MOUNTED DISPLAYS SEGMENT TO REGISTER HIGHER CAGR IN MARKET DURING FORECAST PERIOD
  • FIGURE 16 GESTURE-TRACKING DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN MARKET DURING FORECAST PERIOD
  • FIGURE 17 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
  • FIGURE 18 CONSUMER SEGMENT TO DOMINATE VIRTUAL REALITY MARKET FROM 2024 TO 2029
  • FIGURE 19 NORTH AMERICA HELD LARGEST SHARE OF AUGMENTED REALITY MRKET IN 2023
  • FIGURE 20 ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN MARKET DURING FORECAST PERIOD
  • FIGURE 21 RAPID ADVANCEMENT IN GAMING TECHNOLOGIES TO CONTRIBUTE TO MARKET GROWTH
  • FIGURE 22 RISING NEED FOR INNOVATIVE TECHNOLOGIES TO SUPPORT REMOTE WORK TO DRIVE MARKET
  • FIGURE 23 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF MARKET IN 2029
  • FIGURE 24 CONSUMER SEGMENT TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2024
  • FIGURE 25 SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF MARKET IN 2029
  • FIGURE 27 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2024
  • FIGURE 28 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET BETWEEN 2024 AND 2029
  • FIGURE 29 AUGMENTED REALITY SEGMENT TO HOLD LARGER MARKET SHARE IN 2029
  • FIGURE 30 ENTERPRISE AND CHINA TO HOLD LARGEST SHARES OF AUG
  • FIGURE 26 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIODMENTED REALITY MARKET IN ASIA PACIFIC IN 2024
  • FIGURE 31 CONSUMER AND CHINA TO ACCOUNT FOR LARGEST SHARES OF MARKET IN ASIA PACIFIC IN 2024
  • FIGURE 32 AUGMENTED REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 33 MARKET IMPACT ANALYSIS: DRIVERS
  • FIGURE 34 MARKET IMPACT ANALYSIS: RESTRAINTS
  • FIGURE 35 MARKET IMPACT ANALYSIS: OPPORTUNITIES
  • FIGURE 36 MARKET IMPACT ANALYSIS: CHALLENGES
  • FIGURE 37 VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 38 MARKET IMPACT ANALYSIS: DRIVERS
  • FIGURE 39 MARKET IMPACT ANALYSIS: RESTRAINTS
  • FIGURE 40 MARKET IMPACT ANALYSIS: OPPORTUNITIES
  • FIGURE 41 MARKET IMPACT ANALYSIS: CHALLENGES
  • FIGURE 42 AUGMENTED AND VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS
  • FIGURE 43 AUGMENTED AND VIRTUAL REALITY ECOSYSTEM
  • FIGURE 44 INVESTMENT AND FUNDING SCENARIO, 2019–2024 (USD MILLION)
  • FIGURE 45 MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • FIGURE 46 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED BY KEY PLAYERS (USD)
  • FIGURE 47 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED BY KEY PLAYERS (USD)
  • FIGURE 48 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES, 2020–2023 (USD)
  • FIGURE 49 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES, 2020–2023 (USD)
  • FIGURE 50 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020–2023 (USD)
  • FIGURE 51 PORTER’S FIVE FORCES ANALYSIS
  • FIGURE 52 IMPACT OF PORTER’S FIVE FORCES ON MARKET, 2023
  • FIGURE 53 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS
  • FIGURE 54 MARKET: KEY BUYING CRITERIA FOR TOP TWO APPLICATIONS
  • FIGURE 55 IMPACT OF AI/GEN AI ON MARKET
  • FIGURE 56 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023
  • FIGURE 57 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023
  • FIGURE 58 AUGMENTED AND VIRTUAL REALITY MARKET: PATENTS APPLIED AND GRANTED, 2013–2023
  • FIGURE 59 AUGMENTED REALITY SEGMENT TO CAPTURE MAJORITY OF MARKET SHARE IN 2029
  • FIGURE 60 MARKERLESS SEGMENT TO DOMINATE AUGMENTED REALITY MARKET FROM 2024 TO 2029
  • FIGURE 61 SEMI & FULLY IMMERSIVE SEGMENT TO DOMINATE MARKET BETWEEN 2024 AND 2029
  • FIGURE 62 HARDWARE SEGMENT TO EXHIBIT HIGHER CAGR IN MARKET BETWEEN 2024 AND 2029
  • FIGURE 63 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 64 DISPLAYS & PROJECTORS SEGMENT TO HOLD LARGEST SHARE OF MARKET IN 2029
  • FIGURE 65 DISPLAYS & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR IN MARKET DURING FORECAST PERIOD
  • FIGURE 66 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGER SHARE OF MARKET IN 2029
  • FIGURE 67 GESTURE-TRACKING DEVICES SEGMENT TO REGISTER HIGHEST CAGR IN MARKET FROM 2024 TO 2029
  • FIGURE 68 CONSUMER SEGMENT TO EXHIBIT HIGHEST CAGR IN AUGMENTED REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 69 CONSUMER SEGMENT TO CAPTURE LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2024
  • FIGURE 70 INDIA TO EXHIBIT HIGHEST CAGR IN GLOBAL MARKET DURING FORECAST PERIOD
  • FIGURE 71 CHINA TO RECORD HIGHEST CAGR IN GLOBAL MARKET BETWEEN 2024 AND 2029
  • FIGURE 72 NORTH AMERICA: AUGMENTED REALITY MARKET SNAPSHOT
  • FIGURE 73 NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT
  • FIGURE 74 EUROPE: MARKET SNAPSHOT
  • FIGURE 75 EUROPE: MARKET SNAPSHOT
  • FIGURE 76 ASIA PACIFIC: MARKET SNAPSHOT
  • FIGURE 77 ASIA PACIFIC: MARKET SNAPSHOT
  • FIGURE 78 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024
  • FIGURE 79 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES, 2023
  • FIGURE 80 COMPANY VALUATION, 2023 (USD MILLION)
  • FIGURE 81 FINANCIAL METRICS, 2024 (EV/EBITDA)
  • FIGURE 82 BRAND/PRODUCT COMPARISON
  • FIGURE 83 AUGMENTED AND VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF THREE KEY PLAYERS, 2020–2023 (USD BILLION)
  • FIGURE 84 MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
  • FIGURE 85 MARKET: COMPANY FOOTPRINT
  • FIGURE 86 MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
  • FIGURE 87 META: COMPANY SNAPSHOT
  • FIGURE 88 SONY CORPORATION: COMPANY SNAPSHOT
  • FIGURE 89 APPLE INC.: COMPANY SNAPSHOT
  • FIGURE 90 HTC CORPORATION: COMPANY SNAPSHOT
  • FIGURE 91 GOOGLE: COMPANY SNAPSHOT
  • FIGURE 92 MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 93 SAMSUNG: COMPANY SNAPSHOT
  • FIGURE 94 PTC: COMPANY SNAPSHOT
  • FIGURE 95 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
  • FIGURE 96 LENOVO: COMPANY SNAPSHOT

 

The research study involved 4 major activities in estimating the size of the augmented and virtual reality market. Exhaustive secondary research has been done to collect important information about the market and peer markets. The validation of these findings, assumptions, and sizing with the help of primary research with industry experts across the supply chain has been the next step. Both top-down and bottom-up approaches have been used to estimate the market size. Post which the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments.

Secondary Research

In the secondary research process, various secondary sources have been referred to for identifying and collecting information required for this study. The secondary sources include annual reports, press releases, and investor presentations of companies, white papers, and articles from recognized authors. Secondary research has been mainly done to obtain key information about the market’s value chain, the pool of key market players, market segmentation according to industry trends, regional outlook and developments from both market and technology perspectives.

Primary Research

In primary research, various primary sources from both supply and demand sides have been interviewed to obtain qualitative and quantitative insights required for this report. Primary sources from supply side include experts such as CEOs, vice presidents, marketing directors, manufacturers, technology and innovation directors, end users and related executives from multiple key companies and organizations operating in the augmented and virtual reality market ecosystem.

Augmented and Virtual Reality Market
 Size, and Share

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

Market Size Estimation

Top-down and bottom-up approaches have been used to estimate and validate the size of the augmented and virtual reality market. The key players in the market have been identified through secondary research, and their market shares in respective regions have been determined through primary and secondary research. This entire research methodology includes the study of key insights by top players, as well as interviews with experts (such as CXOs, vice presidents, directors, and marketing executives) for quantitative and qualitative key insights. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources. All parameters that affect markets covered in this research study were accounted for, viewed in detail, verified through primary research, and analyzed to obtain the final quantitative and qualitative data. This data has been competitive and supplemented with detailed inputs and analysis from the MarketsandMarkets data repository and presented in this report.

In the market engineering process, both top-down and bottom-up approaches have been used along with data triangulation methods to estimate and validate the size of the augmented and virtual reality market and other dependent submarkets. The research methodology used to estimate the market sizes includes the following:

  • Analyzing the size of the global augmented and virtual reality market by identifying segment and subsegment revenue related to the market
  • Identifying the total number of augmented and virtual reality HMDs shipped globally
  • Estimating the ASP of augmented and virtual reality HMDs
  • Estimating the size of the augmented and virtual reality HMDs market (augmented and virtual reality HMDs shipment * ASP of augmented and virtual reality HMDs)
  • Estimating the market size of other augmented and virtual reality display types
  • Estimating the market size of augmented and virtual reality hardware market size (summation of augmented and virtual reality HMDs market and market of other augmented and virtual reality display types)
  • Estimating the market size of augmented and virtual reality’s new software by determining its percentage increase with respect to augmented and virtual reality hardware market size
  • Estimating the market size of augmented and virtual reality’s retrofitted software by determining its percentage increase with respect to augmented and virtual reality new software market size
  • Estimating the augmented and virtual reality software market size (summation of augmented and virtual reality’s new software market and market of augmented and virtual reality’s retrofitted software)
  • Estimating the global augmented and virtual reality market size (summation of augmented and virtual reality software market size and augmented and virtual reality hardware market size)
  • Identifying the upcoming projects related to augmented and virtual reality by various companies in different regions and forecasting the market size based on these developments and other important parameters.

Market Size Estimation Methodology-Bottom-up Approach

Augmented and Virtual Reality Market and Bottom-up Approach

Market Size Estimation Methodology-Top-Down Approach

Augmented and Virtual Reality Market and Top-down Approach

Data Triangulation

After arriving at the overall market size by the market size estimation process explained in the earlier section, the overall augmented and virtual reality market has been divided into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics for all segments, the data triangulation and market breakdown procedures have been used, wherever applicable. The data has been triangulated by studying various factors and trends from both the demand and supply side perspectives. Along with data triangulation and market breakdown, the market has been validated by top-down and bottom-up approaches.

Market Definition

AR improves the natural environment by overlaying potential digital information which includes images, text, or 3D objects. This augmentation can be actualized in many devices such as AR head-mounted displays (HMDs), smartphones, tablets, AR smart glasses, and heads-up displays (HUDs). On top of a user's view of the actual world, the technology lays computer-generated elements—thus making it interactive and enriched. One of the common examples of AR is the Pokémon GO game, whereby digital creatures seem to exist within an actual world when viewed through the camera of a smartphone.

On the other hand, VR blacks out users into a completely computer-created environment and replace the real world with a simulated one physically. Users usually put on and wear VR head-mounted displays, which, covering the field of vision, often incorporate motion tracking sensors. This sort of head mounted displays, that give users a feeling of existing in a virtual world, is called a feeling of presence in frontier interact in and navigate this digital space as if it were real. Common uses of VR include gaming, training simulations, virtual tours, and immersive storytelling experiences.

Stakeholders

  • Raw material and manufacturing equipment suppliers
  • Semiconductor foundries
  • Original Equipment Manufacturers (OEMs)
  • Augmented and virtual reality device manufacturers
  • Original design manufacturers (ODMs) and OEM technology solution providers
  • Software, and Technology Providers
  • Standardization and Testing Firms
  • Government Bodies such as Regulatory Authorities and Policymakers
  • Research Institutes and Organizations
  • Market Research and Consulting Firms
  • Technology investors

The main objectives of this study are as follows:

  • To define, analyze and forecast the augmented and virtual reality market size, by virtual reality technology, offering, device type, and application in terms of value
  • To define, analyze and forecast the augmented and virtual reality market size, by device type, in terms of volume.
  • To forecast the market size for various segments with respect to four main regions, namely, North America, Europe, Asia Pacific and Rest of the World (RoW)
  • To provide detailed information regarding the major drivers, restraints, opportunities, and challenges influencing the growth of the augmented and virtual reality market
  • To study the complete supply chain and related industry segments for the augmented and virtual reality market
  • To strategically analyze the micromarkets1 with respect to individual growth trends, prospects, and contributions to the total market
  • To analyze the supply chain, market ecosystem; trends/disruptions impacting customer’s business; technology analysis; pricing analysis; Porter’s five forces model; key stakeholders & buying criteria; case study analysis; trade analysis; patent analysis; key conferences & events, 2024–2025; regulations related to the augmented and virtual reality market; and investment and funding scenario.
  • To analyze opportunities in the market for various stakeholders by identifying the high-growth segments of the market.
  • To strategically profile the key players and comprehensively analyze their market position in terms of ranking, core competencies2, company valuation and financial metrics and product/brand comparison; along with detailing the competitive landscape for the market leaders.
  • To analyze competitive developments such as product launches, product developments, partnerships, collaborations, acquisitions, joint investments, strategic supplier relations, contracts, acquisitions, expansions and research and development (R&D) activities carried out by players in the augmented and virtual reality market.

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Published ON
Aug, 2024
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