Europe Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDS, HUDs, Gesture Tracking Devices), Application, and Country - Forecast to 2032

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USD USD 30.42 Billion
MARKET SIZE, 2032
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CAGR 17.7%
(2025-2032)
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100
REPORT PAGES
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30
MARKET TABLES

OVERVIEW

europe-augmented-reality-virtual-reality-market Overview

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

The Europe augmented (AR) and virtual reality (VR) market is projected to grow from USD 9.70 billion in 2025 to USD 30.42 billion by 2032, registering a CAGR of 17.7% during the forecast period. The rapid adoption of AR and VR across gaming, entertainment, and immersive media is a key growth driver in the European region. This expansion is supported by AR’s ability to enhance user interaction with digital content and by ongoing advancements in VR that improve performance, ergonomics, and user comfort. The increasing traction of advanced devices such as Apple Vision Pro and Meta Quest 3 across European markets is further accelerating adoption and market growth.

KEY TAKEAWAYS

  • By Region
    Germany accounted for the largest market share of 34.6% in 2024.
  • By Technology
    By technology, virtual reality recorded a dominant market share of 50.2% in 2024.
  • By Offering
    By offering, the virtual reality software segment is estimated to grow at a CAGR of 14.3% from 2025 to 2032.
  • By Device Type
    AR head-mounted displays (HMDs) and VR gesture tracking devices are projected to witness the highest CAGR in the augmented and virtual reality market during the forecast period.
  • By Application
    By application, enterprise and consumer applications accounted for largest market size in 2024.
  • Competitive Landscape - Key Players
    Scape Technologies (UK) and Varjo (Finland) are identified as the star players in the Europe augmented and virtual reality market, given their strong market share and product footprint.
  • Competitive Landscape - Startups
    Gemba (UK) is categorized among startups and SMEs by securing strong footholds in specialized niche areas, underscoring their potential as emerging market leaders.

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 partnerships with academic institutes. In September 2023, a UK-based holographic company, Envisics, which manufactures in-car technology that projects navigation and safety alerts onto the windscreen, raised USD 100 million in its Series C round and is projected to commercialize AR head-up displays during the forecast period.

TRENDS & DISRUPTIONS IMPACTING CUSTOMERS' CUSTOMERS

In Europe, revenue in the AR and VR market is primarily driven by hardware components such as sensors, displays, semiconductor devices, cameras, and head-mounted systems, along with a rapidly expanding software ecosystem. While VR initially gained momentum through hardware adoption in gaming and entertainment, it has increasingly penetrated enterprise applications across industries. AR, on the other hand, has seen strong consumer and business interest, particularly in applications such as smart glasses, mobile AR, and near-eye displays for training, industrial operations, and remote assistance. Continuous innovation in AR-powered displays, microdisplays, and immersive visualization technologies is expected to create significant growth opportunities for AR and VR vendors in Europe over the next five years.

europe-augmented-reality-virtual-reality-market Disruptions

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

MARKET DYNAMICS

Drivers
Impact
Level
  • Enterprise digital transformation
  • Strong government and EU-level funding for immersive technologi
RESTRAINTS
Impact
Level
  • High cost of hardware and deployment
  • Strict data privacy and compliance requirements (GDPR)
OPPORTUNITIES
Impact
Level
  • Expansion of industrial and healthcare use cases
  • Rising adoption of AR/VR for workforce training and upskilling
CHALLENGES
Impact
Level
  • Fragmented ecosystem and interoperability issues
  • Limited availability of localized AR/VR content and language support

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Driver: Enterprise digital transformation

The growing adoption of AR and VR across enterprise sectors such as manufacturing, healthcare, automotive, and aerospace is a key driver in Europe. Companies are using immersive technologies for training, remote assistance, design visualization, and simulation to improve productivity and reduce operational costs. Strong momentum around Industry 4.0 and smart manufacturing further supports adoption.

Restraint: High cost of hardware and deployment

The high cost of advanced AR/VR hardware, software integration, and content development acts as a major restraint in the European market. Small and mid-sized enterprises often face budget constraints that limit large-scale deployment. Additionally, ongoing maintenance and upgrade costs can slow adoption in cost-sensitive industries.

Opportunity: Expansion of industrial and healthcare use cases

Expanding use cases in industrial training, predictive maintenance, digital twins, and medical simulation present strong growth opportunities in Europe. Increasing investments in healthcare digitization and workforce upskilling are driving demand for immersive solutions. Advancements in 5G, edge computing, and AI further enhance the potential for scalable AR/VR deployments across the region.

Challenge: Fragmented ecosystem and interoperability issues

The European AR/VR market faces challenges due to a fragmented ecosystem with multiple platforms, standards, and devices. Lack of interoperability between hardware, software, and enterprise IT systems complicates deployment and scalability. This fragmentation increases development complexity and slows time-to-market for solutions.

EUROPE AUGMENTED AND VIRTUAL REALITY MARKET: COMMERCIAL USE CASES ACROSS INDUSTRIES

COMPANY USE CASE DESCRIPTION BENEFITS
Apple Vision Pro is used for spatial computing applications in enterprise collaboration, medical visualization, immersive media consumption, and advanced design workflows. Enhanced productivity, realistic 3D visualization, improved user experience, and acceleration of spatial computing adoption across industries in North America
Meta Quest headsets are deployed for gaming, social VR, enterprise training, and virtual collaboration through Horizon Workrooms. Cost-effective immersive experiences, scalable enterprise training, reduced training time, and strong ecosystem support for developers and content creators

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET ECOSYSTEM

This illustrates the ecosystem of the AR and VR market, spanning the entire value chain from research and development to end users. Academic and research institutions drive core innovation, while component providers enable software platforms and processing capabilities. Device manufacturers translate these technologies into commercial AR/VR hardware, supported by distributors that ensure large-scale market reach. End users across industries such as aerospace, automotive, tourism, and healthcare ultimately drive demand and real-world adoption of AR and VR solutions.

europe-augmented-reality-virtual-reality-market Ecosystem

Logos and trademarks shown above are the property of their respective owners. Their use here is for informational and illustrative purposes only.

MARKET SEGMENTS

europe-augmented-reality-virtual-reality-market Segments

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

Europe Augmented (AR) and Virtual Reality (VR) Market, by Application

In Europe, the enterprise application segment is projected to dominate the AR market during the forecast period in terms of market size. This growth is driven by the rising demand to enhance workforce training, minimize operational errors, and improve efficiency across key industries such as manufacturing, healthcare, automotive, and logistics. The adoption of AR for training, maintenance, and workflow optimization closely aligns with Industry 4.0 and smart factory initiatives across European countries, enabling real-time guidance and improved process visibility for enterprises.

Europe Augmented (AR) and Virtual Reality (VR) Market, by Technology

Augmented reality is projected to register the highest growth rate among immersive technologies in Europe due to its broad applicability across both enterprise and consumer use cases. Increasing adoption of mobile AR, smart glasses, and spatial computing solutions is accelerating deployment across industries such as manufacturing, healthcare, retail, and logistics. Ongoing advancements in computer vision, AI, and expanding 5G connectivity across European markets are further enhancing AR performance, scalability, and real-time capabilities.

Europe Augmented (AR) and Virtual Reality (VR) Market, by Offering

Software is set to account for the largest share of the AR and VR market in Europe due to the rising demand for content platforms, development tools, and enterprise application software. The increasing adoption of AR/VR across gaming, industrial training, simulation, and remote collaboration is generating strong recurring revenue from software licenses and subscription models. Widespread use of development engines and platforms such as Unity, Unreal Engine, and enterprise AR solutions further supports software dominance. Moreover, continuous software upgrades, customization requirements, and integration with AI and cloud services reinforce software’s leading position in the European market.

REGION

Germany to be fastest-growing region in AR and VR market during forecast period

Germany’s strong base of global automotive OEMs and industrial equipment manufacturers is driving large-scale adoption of AR/VR for design validation, predictive maintenance, and digital twin applications. The rapid rollout of private 5G networks and edge computing across industrial zones is further enabling low-latency immersive solutions. Growing collaboration between enterprises, research institutes, and AR/VR startups is also accelerating innovation and market expansion in the country.

europe-augmented-reality-virtual-reality-market Region

EUROPE AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX

Stars are the leading market players in new developments, such as product launches, innovative technologies, and the adoption of growth strategies. These players have a broad portfolio, innovative product offerings, and a global presence. They have well-established channels throughout the value chain. Scape Technologies (UK) and Varjo (Finland) fall under this category.

europe-augmented-reality-virtual-reality-market Evaluation Metrics

Source: Secondary Research, Interviews with Experts, MarketsandMarkets Analysis

KEY MARKET PLAYERS

MARKET SCOPE

REPORT METRIC DETAILS
Market Size, 2024 (Value) USD 8.36 Billion
Market Forecast, 2032 (Value) USD 30.42 Billion
Growth Rate CAGR of 17.7% from 2025 to 2032
Years Considered 2021–2032
Base Year 2024
Forecast Period 2025–2032
Units Considered Value (USD Million/Billion), Volume (Thousand Units)
Report Coverage Revenue Forecast, Company Ranking, Competitive Landscape, Growth Factors, and Trends
Segments Covered
  • By Device Type:
    • Augmented Reality Devices
    • Virtual Reality Devices
  • By Technology:
    • Augmented Reality Technology
    • Virtual Reality Technology
  • By Offering:
    • Hardware
    • Software
  • By Application:
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Aerospace & Defense
    • Energy
    • Automotive
    • Other Applications
Regions Covered Germany, France, UK, Rest of the Europe

WHAT IS IN IT FOR YOU: EUROPE AUGMENTED AND VIRTUAL REALITY MARKET REPORT CONTENT GUIDE

europe-augmented-reality-virtual-reality-market Content Guide

DELIVERED CUSTOMIZATIONS

We have successfully delivered the following deep-dive customizations:

CLIENT REQUEST CUSTOMIZATION DELIVERED VALUE ADDS
Enterprise & Industrial Clients Competitive benchmarking of AR/VR hardware and software providers (headsets, smart glasses, platforms), assessment of use-case feasibility for training, remote assistance, digital twins, and Industry 4.0 adoption across Europe Enables enterprises to select cost-effective and scalable AR/VR solutions, reduce training errors, improve operational efficiency, and accelerate digital transformation initiatives

RECENT DEVELOPMENTS

  • June 2024 : Apple Inc. launched VisionOS 2, which provided Vision Pro with new spatial computing experiences. 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.
  • May 2024 : Alo Moves and Meta entered a partnership deal that will feature 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 yoga, Pilates, and meditation classes.
  • April 2024 : Meta and EssilorLuxottica partnered to produce second-generation smart glasses, which expanded the Ray-Ban Meta smart glasses collection. It includes additional features, such as updates to Meta Al, that will make the glasses more useful.
  • June 2023 : Apple Inc. launched Vision Pro, a revolutionary spatial computer that allows users to stay present and connected to Other Hardware Components. It creates an infinite canvas for apps that scales beyond the boundaries of a traditional display and introduces a fully three-dimensional user interface controlled by the user's eyes, hands, and voice.

Table of Contents

Exclusive indicates content/data unique to MarketsandMarkets and not available with any competitors.

TITLE
PAGE NO
1
INTRODUCTION
 
 
 
15
2
EXECUTIVE SUMMARY
 
 
 
 
3
PREMIUM INSIGHTS
 
 
 
 
4
MARKET OVERVIEW
Highlights the market structure, growth drivers, restraints, and near-term inflection points influencing performance.
 
 
 
 
 
4.1
INTRODUCTION
 
 
 
 
4.2
MARKET DYNAMICS
 
 
 
 
4.3
INTERCONNECTED MARKETS AND CROSS-SECTOR OPPORTUNITIES
 
 
 
 
4.4
STRATEGIC MOVES BY TIER-1/2/3 PLAYERS
 
 
 
5
INDUSTRY TRENDS
Maps the market evolution with focus on trend catalysts, risk factors, and growth opportunities across segments.
 
 
 
 
 
5.1
PORTER'S FIVE FORCES ANALYSIS
 
 
 
 
5.2
MACROECONOMICS INDICATORS
 
 
 
 
 
5.2.1
INTRODUCTION
 
 
 
 
5.2.2
GDP TRENDS AND FORECAST
 
 
 
 
5.2.3
TRENDS IN THE AR AND VR INDUSTRY
 
 
 
5.3
VALUE CHAIN ANALYSIS
 
 
 
 
 
5.4
ECOSYSTEM ANALYSIS
 
 
 
 
 
5.5
PRICING ANALYSIS
 
 
 
 
 
 
5.5.1
AVERAGE SELLING PRICE TREND OF KEY PLAYERS (2022-2025)
 
 
 
 
5.5.2
AVERAGE SELLING PRICE TREND, BY DEVICE TYPE (2022-2025)
 
 
 
5.6
TRADE ANALYSIS
 
 
 
 
 
 
5.6.1
IMPORT SCENARIO
 
 
 
 
5.6.2
EXPORT SCENARIO
 
 
 
5.7
KEY CONFERENCES AND EVENTS (2026-2027)
 
 
 
 
5.8
TRENDS/DISRUPTIONS IMPACTING CUSTOMERS’ BUSINESS
 
 
 
 
5.9
INVESTMENT AND FUNDING SCENARIO
 
 
 
 
5.10
CASE STUDY ANALYSIS
 
 
 
 
5.11
IMPACT OF 2025 US TARIFF – EUROPE AUGMENTED AND VIRTUAL REALITY MARKET
 
 
 
 
 
 
5.11.1
INTRODUCTION
 
 
 
 
5.11.2
KEY TARIFF RATES
 
 
 
 
5.11.3
PRICE IMPACT ANALYSIS
 
 
 
 
5.11.4
IMPACT ON END USE INDUSTRIES
 
 
6
STRATEGIC DISRUPTION THROUGH TECHNOLOGY, PATENTS, DIGITAL, AND AI ADOPTIONS
 
 
 
 
 
6.1
KEY EMERGING TECHNOLOGIES
 
 
 
 
6.2
COMPLEMENTARY TECHNOLOGIES
 
 
 
 
6.3
TECHNOLOGY/PRODUCT ROADMAP
 
 
 
 
6.4
PATENT ANALYSIS
 
 
 
 
 
6.5
IMPACT OF AI/GEN AI ON THE EUROPE AUGMENTED AND VIRTUAL REALITY MARKET
 
 
 
 
 
 
6.5.1
TOP USE CASES AND MARKET POTENTIAL
 
 
 
 
6.5.2
CASE STUDIES OF AI IMPLEMENTATION IN THE EUROPE AUGMENTED AND VIRTUAL REALITY MARKET
 
 
 
 
6.5.3
INTERCONNECTED ADJACENT ECOSYSTEM AND IMPACT ON MARKET PLAYERS
 
 
 
 
6.5.4
CLIENTS’ READINESS TO ADOPT GENERATIVE AI IN THE EUROPE AUGMENTED AND VIRTUAL REALITY MARKET
 
 
7
REGULATORY LANDSCAPE
 
 
 
 
 
7.1
REGIONAL REGULATIONS AND COMPLIANCE
 
 
 
 
 
7.1.1
REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
 
 
 
 
7.1.2
INDUSTRY STANDARDS
 
 
8
CUSTOMER LANDSCAPE & BUYER BEHAVIOR
 
 
 
 
 
8.1
DECISION-MAKING PROCESS
 
 
 
 
8.2
BUYER STAKEHOLDERS AND BUYING EVALUATION CRITERIA
 
 
 
 
8.3
ADOPTION BARRIERS & INTERNAL CHALLENGES
 
 
 
 
8.4
UNMET NEEDS FROM VARIOUS END-USE INDUSTRIES
 
 
 
9
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ENTERPRISE
Market Size, Volume & Forecast – USD Million
 
 
 
 
 
9.1
INTRODUCTION
 
 
 
 
9.2
SMALL ENTERPRISES
 
 
 
 
9.3
MEDIUM ENTERPRISES
 
 
 
 
9.4
LARGE ENTERPRISES
 
 
 
10
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
Market Size, Volume & Forecast – USD Million
 
 
 
 
 
10.1
INTRODUCTION
 
 
 
 
10.2
AUGMENTED REALITY TECHNOLOGY
 
 
 
 
10.3
VIRTUAL REALITY TECHNOLOGY
 
 
 
11
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING
Market Size, Volume & Forecast – USD Million
 
 
 
 
 
11.1
INTRODUCTION
 
 
 
 
11.2
HARDWARE
 
 
 
 
 
11.2.1
SENSORS
 
 
 
 
11.2.2
SEMICONDUCTOR COMPONENTS
 
 
 
 
11.2.3
DISPLAYS & PROJECTORS
 
 
 
 
11.2.4
POSITION TRACKER
 
 
 
 
11.2.5
CAMERAS
 
 
 
 
11.2.6
OTHERS
 
 
 
11.3
SOFTWARE
 
 
 
12
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE
Market Size, Volume & Forecast – USD Million
 
 
 
 
 
12.1
INTRODUCTION
 
 
 
 
12.2
AUGMENTED REALITY DEVICES
 
 
 
 
 
12.2.1
HEAD-MOUNTED DISPLAYS
 
 
 
 
12.2.2
HEAD-UP DISPLAYS
 
 
 
12.3
VIRTUAL REALITY DEVICES
 
 
 
 
 
12.3.1
HEAD-MOUNTED DISPLAYS
 
 
 
 
12.3.2
GESTURE TRACKING DEVICES
 
 
 
 
12.3.3
PROJECTORS & DISPLAY WALLS
 
 
13
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
Market Size, Volume & Forecast – USD Million
 
 
 
 
 
13.1
INTRODUCTION
 
 
 
 
13.2
AUGMENTED REALITY APPLICATION
 
 
 
 
 
13.2.1
CONSUMER
 
 
 
 
13.2.2
COMMERCIAL
 
 
 
 
13.2.3
ENTERPRISE
 
 
 
 
13.2.4
HEALTHCARE
 
 
 
 
13.2.5
AEROSPACE & DEFENSE
 
 
 
 
13.2.6
ENERGY
 
 
 
 
13.2.7
AUTOMOTIVE
 
 
 
 
13.2.8
OTHER AUGMENTED REALITY APPLICATIONS (AGRICULTURE, CONSTRUCTION, TRANSPORTATION & LOGISTICS, PUBLIC SAFETY, AND TELECOM/IT DATA CENTERS)
 
 
 
13.3
VIRTUAL REALITY APPLICATION
 
 
 
 
 
13.3.1
CONSUMER
 
 
 
 
13.3.2
COMMERCIAL
 
 
 
 
13.3.3
ENTERPRISE
 
 
 
 
13.3.4
HEALTHCARE
 
 
 
 
13.3.5
AEROSPACE & DEFENSE
 
 
 
 
13.3.6
OTHER VIRTUAL REALITY APPLICATIONS (AUTOMOTIVE, REAL ESTATE, AND GEOSPATIAL MINING)
 
 
14
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
Market Size, Volume & Forecast – USD Million
 
 
 
 
 
14.1
INTRODUCTION
 
 
 
 
14.2
EUROPE
 
 
 
 
 
14.2.1
GERMANY
 
 
 
 
14.2.2
FRANCE
 
 
 
 
14.2.3
UK
 
 
 
 
14.2.4
ITALY
 
 
 
 
14.2.5
SPAIN
 
 
 
 
14.2.6
POLAND
 
 
 
 
14.2.7
NORDICS
 
 
 
 
14.2.8
REST OF EUROPE
 
 
15
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, COMPETITIVE LANDSCAPE
 
 
 
 
 
15.1
INTRODUCTION
 
 
 
 
15.2
KEY PLAYER STRATEGIES/RIGHT-TO-WIN
 
 
 
 
15.3
REVENUE ANALYSIS OF TOP 5 PLAYERS (2021 – 2025)
 
 
 
 
 
15.4
MARKET SHARE ANALYSIS,
 
 
 
 
 
15.5
COMPANY VALUATION AND FINANCIAL METRICS
 
 
 
 
15.6
BRAND COMPARISON
 
 
 
 
 
15.7
COMPANY EVALUATION MATRIX: KEY PLAYERS,
 
 
 
 
 
 
15.7.1
STARS
 
 
 
 
15.7.2
EMERGING LEADERS
 
 
 
 
15.7.3
PERVASIVE PLAYERS
 
 
 
 
15.7.4
PARTICIPANTS
 
 
 
 
15.7.5
COMPANY FOOTPRINT: KEY PLAYERS,
 
 
 
 
 
15.7.5.1
COMPANY FOOTPRINT
 
 
 
 
15.7.5.2
REGION FOOTPRINT
 
 
 
 
15.7.5.3
APPLICATION FOOTPRINT
 
 
 
 
15.7.5.4
ENTERPRISE FOOTPRINT
 
 
 
 
15.7.5.5
TECHNOLOGY FOOTPRINT
 
 
 
 
15.7.5.6
OFFERING FOOTPRINT
 
 
 
 
15.7.5.7
DEVICE TYPE FOOTPRINT
 
 
15.8
COMPANY EVALUATION MATRIX: STARTUPS/SMES,
 
 
 
 
 
 
15.8.1
PROGRESSIVE COMPANIES
 
 
 
 
15.8.2
RESPONSIVE COMPANIES
 
 
 
 
15.8.3
DYNAMIC COMPANIES
 
 
 
 
15.8.4
STARTING BLOCKS
 
 
 
 
15.8.5
COMPETITIVE BENCHMARKING: STARTUPS/SMES,
 
 
 
 
 
15.8.5.1
DETAILED LIST OF KEY STARTUPS/SMES
 
 
 
 
15.8.5.2
COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
 
 
15.9
COMPETITIVE SITUATION AND TRENDS
 
 
 
16
EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, COMPANY PROFILES
 
 
 
 
 
16.1
KEY PLAYERS
 
 
 
 
 
16.1.1
SCAPE TECHNOLOGIES (UK)
 
 
 
 
16.1.2
VARJO (FINLAND)
 
 
 
 
16.1.3
WAVEOPTICS (UK)
 
 
 
 
16.1.4
IMPROBABLE (UK)
 
 
 
 
16.1.5
BLIPPAR GROUP LIMITED (UK)
 
 
 
 
16.1.6
PSICO SMART APPS S.L. (SPAIN)
 
 
 
 
16.1.7
CONTINENTAL AG (GERMANY)
 
 
 
 
16.1.8
VIRTUALLY LIVE (SWITZERLAND)
 
 
 
 
16.1.9
CRAFTARS (ROMANIA)
 
 
 
 
16.1.10
WAYRAY AG (SWITZERLAND)
 
 
 
 
16.1.11
ULTRALEAP
 
 
 
16.2
OTHER PLAYERS
 
 
 
17
RESEARCH METHODOLOGY
 
 
 
 
 
17.1
RESEARCH DATA
 
 
 
 
 
17.1.1
SECONDARY DATA
 
 
 
 
 
17.1.1.1
KEY DATA FROM SECONDARY SOURCES
 
 
 
17.1.2
PRIMARY DATA
 
 
 
 
 
17.1.2.1
KEY DATA FROM PRIMARY SOURCES
 
 
 
 
17.1.2.2
KEY PRIMARY PARTICIPANTS
 
 
 
 
17.1.2.3
BREAKDOWN OF PRIMARY INTERVIEWS
 
 
 
 
17.1.2.4
KEY INDUSTRY INSIGHTS
 
 
 
17.1.3
MARKET SIZE ESTIMATION
 
 
 
 
 
17.1.3.1
BOTTOM-UP APPROACH
 
 
 
 
17.1.3.2
TOP-DOWN APPROACH
 
 
 
 
17.1.3.3
BASE NUMBER CALCULATION
 
 
 
17.1.4
MARKET FORECAST APPROACH
 
 
 
 
 
17.1.4.1
SUPPLY SIDE
 
 
 
 
17.1.4.2
DEMAND SIDE
 
 
 
17.1.5
DATA TRIANGULATION
 
 
 
 
17.1.6
FACTOR ANALYSIS
 
 
 
 
17.1.7
RESEARCH ASSUMPTIONS
 
 
 
 
17.1.8
RESEARCH LIMITATIONS AND RISK ASSESSMENT
 
 
18
APPENDIX
 
 
 
 
 
18.1
DISCUSSION GUIDE
 
 
 
 
18.2
KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
 
 
 
 
18.3
AVAILABLE CUSTOMIZATIONS
 
 
 
 
18.4
RELATED REPORTS
 
 
 
 
18.5
AUTHOR DETAILS
 
 
 

Methodology

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.

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.

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 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 ar and vr 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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Growth opportunities and latent adjacency in Europe Augmented and Virtual Reality Market

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