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Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others): Global Opportunity Analysis and Industry Forecast, 2018 - 2025

IC_172135
Pages: 214
Dec 2018 | 9248 Views
 
Author(s) : Vishwa Gaul
Tables: 103
Charts: 63
 

Augmented and Virtual Reality Market Outlook - 2025

Augmented reality is a technology, which uses the existing user’s environment and overlays the digital or virtual content or information over it to offer immersive digital experience in real-time environment. Virtual reality is a computer-generated 3D environment, which completely immerses end users in an artificial world without seeing the real-world. Augmented reality applications are developed on special 3D programs, which enable developers to integrate contextual or digital content with the real world in real time. Virtual reality offers realistic user experience of artificial world in interactive simulated environment.

Increase in penetration of smartphones & connected devices in various application sectors and development of the gaming industry boosts the augmented and virtual reality market growth. The global augmented and virtual reality market size was $11.35 billion in 2017, and the augmented and virtual reality market forecast is projected to reach $571.42 billion by 2025, growing at a CAGR of 63.3% from 2018 to 2025.

Augmented and Virtual Reality Market Size

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The consumer segment dominated the overall augmented and virtual reality market share in 2017, due to increase in adoption of augmented and virtual reality solutions among individual users. However, enterprise segment is anticipated to showcase highest growth rate during the forecast period.

Augmented and Virtual Reality Market Segment by Application

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The gaming segment dominated the overall market in 2017, and is expected to continue this trend during the forecast period, due to growth of the mobile gaming industry.

Augmented and Virtual Reality Market Segment by Industry Vertical

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North America dominated the overall market in 2017, due to rapid adoption of new technology by the masses and presence of several augmented & virtual reality companies. U.S. is a major contributor to the growth of the augmented and virtual reality market in North America. However, Asia-Pacific is expected to witness the highest growth rate during the forecast period, owing to rise in adoption of technologically advanced solutions, increase in application areas among end-use industries, and surge in penetration of smartphones in the emerging economies such as China and India.

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The report focuses on the growth prospects, restraints, and trends of global augmented and virtual reality market. The study provides Porter’s five forces analysis of the augmented and virtual reality industry to understand the impact of various factors such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers on the monetization market growth.

Segment review

The global augmented and virtual reality market is segmented based on application, organization size, industry vertical, and region. In terms of application, the market is bifurcated into consumer and enterprise. On the basis of organization size, it is categorized into large enterprises and small & medium sized enterprises. By industry vertical, it is divided into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others. The regions expected to observe major growth in the augmented and virtual reality market are North America, Europe, Asia-Pacific, and LAMEA.

The key players operating in the global augmented and virtual reality market analysis include Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.

Top impacting factors

Rise in penetration of smartphones & mobile gaming and increase in adoption of augmented & virtual reality solutions in education are expected to drive the market growth. However, lack of effective user experience design and slow growth among underdeveloped economies are expected to hamper the market growth during the forecast period. On the contrary, increase in investments in the market is expected to be an augmented and virtual reality market opportunity.

Cost-efficient benefits of augmented and virtual reality-based solutions

Augmented and virtual reality offers a cost-effective and efficient solution in training and skill development, as it replicates the real scenarios by using augmented and virtual reality enabled solutions. For instance, in civil aviation or military application, it is costlier to utilize an actual aircraft to train a pilot. Furthermore, it could harm humans. Conversely, augmented and virtual reality solutions create a virtual environment similar to the real world, where a trainee can understand and tackle challenges with strategic mapping. Moreover, in healthcare, participation of humans for training of students or nurses or other medical professionals is unethical and could be harmful. Thus, augmented and virtual reality-based solutions provide valid tools to train medical professionals without compromising and harming one’s life.

Expansion of gaming industry

Video game is one of the major applications of augmented and virtual reality technology. In the past, the number of gamers worldwide has increased at a rapid pace. This is attributed to increased demand for augmented and virtual reality-based games, thus driving the market growth.

Advancement of AR/VR technology

Augmented and virtual reality technologies can be used for collaborative seminars, meetings, public lectures, flight training, military training, training for nurses & medical professionals, and self-learning process. Furthermore, to introduce enhanced products or solutions, key players are anticipated to emphasize on product innovation through continuous investment in product development, which further results in advancement of AR/VR technology.

Lack of effective user experience design

3D interface design is a complicated and expensive procedure. Moreover, only a few people are available with the necessary design skills to overcome these issues. Furthermore, customers are fascinated by the new entertainment possibilities, but do not want to invest in head-mounted displays (HMDs). Although VR is already available to consumers through devices such as HTC Vive and Oculus Rift, it is not being recognized globally, as AR/VR hardware still needs to improvise convenience and control.

Key Benefits for Augmented and Virtual Reality Market:

  • This study includes the analytical depiction of the global augmented and virtual reality market trends and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and augmented and virtual reality market opportunities.
  • The current market is quantitatively analyzed from 2017 to 2025 to highlight the financial competency of the industry.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the global augmented and virtual reality industry.

Augmented and Virtual Reality Key Market Segments:

By Application

  • Consumer
  • Enterprise

By Organization Size

  • Large Enterprises
  • Small- & Medium-sized Enterprises

By Industry Vertical

  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • France
    • Germany
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Market Players

  • Alphabet (Google Inc.)
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Osterhout Design Group
  • Samsung Electronics Co., Ltd.
  • Sony
  • Wikitude
 

CHAPTER 1:    INTRODUCTION

1.1.    Report description
1.2.    Key benefits for stakeholders
1.3.    Research methodology

1.3.1.    Secondary research
1.3.2.    Primary research
1.3.3.    Analyst tools & models

CHAPTER 2:    EXECUTIVE SUMMARY

2.1.    CXO perspective

CHAPTER 3:    MARKET OVERVIEW

3.1.    Market definition and scope
3.2.    Key findings

3.2.1.    Top impacting factors
3.2.2.    Top investment pockets
3.2.3.    Top winning strategies

3.3.    Porter's five forces analysis
3.4.    Key player positioning, 2017
3.5.    Market dynamics

3.5.1.    Drivers

3.5.1.1.    Expansion in gamer community
3.5.1.2.    Increase in smartphone penetration
3.5.1.3.    Cost-efficient benefits of augmented and virtual reality based solutions

3.5.2.    Restraints

3.5.2.1.    lack of good user experience design
3.5.2.2.    Lack of good user experience design

3.5.3.    Opportunities

3.5.3.1.    Advancement of Technology
3.5.3.2.    Progressing adoption of AR VR by enterprises

CHAPTER 4:    AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE

4.1.    Overview
4.2.    LARGE ENTERPRISES

4.2.1.    Key market trends
4.2.2.    Key growth factors and opportunities
4.2.3.    Market size and forecast, by region
4.2.4.    Market analysis by country

4.3.    SMALL & MEDIUM SIZED ENTERPRISES (SME)

4.3.1.    Key market trends
4.3.2.    Key growth factors and opportunities
4.3.3.    Market size and forecast, by region
4.3.4.    Market analysis by country

CHAPTER 5:    AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

5.1.    Overview
5.2.    CONSUMER

5.2.1.    Key market trends
5.2.2.    Key growth factors and opportunities
5.2.3.    Market size and forecast, by region
5.2.4.    Market analysis by country

5.3.    ENTERPRISE

5.3.1.    Key market trends
5.3.2.    Key growth factors and opportunities
5.3.3.    Market size and forecast, by region
5.3.4.    Market analysis by country

CHAPTER 6:    AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL

6.1.    Overview
6.2.    Gaming

6.2.1.    Key market trends
6.2.2.    Key growth factors and opportunities
6.2.3.    Market size and forecast, by region
6.2.4.    Market analysis by country

6.3.    Entertainment and media

6.3.1.    Key market trends
6.3.2.    Key growth factors and opportunities
6.3.3.    Market size and forecast, by region
6.3.4.    Market analysis by country

6.4.    Aerospace and defense

6.4.1.    Key market trends
6.4.2.    Key growth factors and opportunities
6.4.3.    Market size and forecast, by region
6.4.4.    Market analysis by country

6.5.    Healthcare

6.5.1.    Key market trends
6.5.2.    Key growth factors and opportunities
6.5.3.    Market size and forecast, by region
6.5.4.    Market analysis by country

6.6.    Education

6.6.1.    Key market trends
6.6.2.    Key growth factors and opportunities
6.6.3.    Market size and forecast, by region
6.6.4.    Market analysis by country

6.7.    Manufacturing

6.7.1.    Key market trends
6.7.2.    Key growth factors and opportunities
6.7.3.    Market size and forecast, by region
6.7.4.    Market analysis by country

6.8.    Retail

6.8.1.    Key market trends
6.8.2.    Key growth factors and opportunities
6.8.3.    Market size and forecast, by region
6.8.4.    Market analysis by country

6.9.    Others

6.9.1.    Key market trends
6.9.2.    Key growth factors and opportunities
6.9.3.    Market size and forecast, by region
6.9.4.    Market analysis by country

CHAPTER 7:    AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION

7.1.    Overview
7.2.    North America

7.2.1.    Key market trends
7.2.2.    Key growth factors and opportunities
7.2.3.    Market size and forecast

7.2.3.1.    Market size and forecast, by organization size
7.2.3.2.    Market size and forecast, by application
7.2.3.3.    Market size and forecast, by industry vertical
7.2.3.4.    Market size and forecast, by country
7.2.3.5.    U.S.

7.2.3.5.1.    Market size and forecast, by organization size
7.2.3.5.2.    Market size and forecast, by application
7.2.3.5.3.    Market size and forecast, by industry vertical

7.2.3.6.    Canada

7.2.3.6.1.    Market size and forecast, by organization size
7.2.3.6.2.    Market size and forecast, by application
7.2.3.6.3.    Market size and forecast, by industry vertical

7.3.    Europe

7.3.1.    Key market trends
7.3.2.    Key growth factors and opportunities
7.3.3.    Market size and forecast

7.3.3.1.    Market size and forecast, by organization size
7.3.3.2.    Market size and forecast, by application
7.3.3.3.    Market size and forecast, by industry vertical
7.3.3.4.    Market size and forecast, by country
7.3.3.5.    UK

7.3.3.5.1.    Market size and forecast, by organization size
7.3.3.5.2.    Market size and forecast, by application
7.3.3.5.3.    Market size and forecast, by industry vertical

7.3.3.6.    France

7.3.3.6.1.    Market size and forecast, by organization size
7.3.3.6.2.    Market size and forecast, by application
7.3.3.6.3.    Market size and forecast, by industry vertical

7.3.3.7.    Germany

7.3.3.7.1.    Market size and forecast, by organization size
7.3.3.7.2.    Market size and forecast, by application
7.3.3.7.3.    Market size and forecast, by industry vertical

7.3.3.8.    RUSSIA

7.3.3.8.1.    Market size and forecast, by organization size
7.3.3.8.2.    Market size and forecast, by application
7.3.3.8.3.    Market size and forecast, by industry vertical

7.3.3.9.    Rest of Europe

7.3.3.9.1.    Market size and forecast, by organization size
7.3.3.9.2.    Market size and forecast, by application
7.3.3.9.3.    Market size and forecast, by industry vertical

7.4.    Asia-Pacific

7.4.1.    Key market trends
7.4.2.    Key growth factors and opportunities
7.4.3.    Market size and forecast

7.4.3.1.    Market size and forecast, by organization size
7.4.3.2.    Market size and forecast, by application
7.4.3.3.    Market size and forecast, by industry vertical
7.4.3.4.    Market size and forecast, by country
7.4.3.5.    China

7.4.3.5.1.    Market size and forecast, by organization size
7.4.3.5.2.    Market size and forecast, by application
7.4.3.5.3.    Market size and forecast, by industry vertical

7.4.3.6.    India

7.4.3.6.1.    Market size and forecast, by organization size
7.4.3.6.2.    Market size and forecast, by application
7.4.3.6.3.    Market size and forecast, by industry vertical

7.4.3.7.    Japan

7.4.3.7.1.    Market size and forecast, by organization size
7.4.3.7.2.    Market size and forecast, by application
7.4.3.7.3.    Market size and forecast, by industry vertical

7.4.3.8.    SOUTH KOREA

7.4.3.8.1.    Market size and forecast, by organization size
7.4.3.8.2.    Market size and forecast, by application
7.4.3.8.3.    Market size and forecast, by industry vertical

7.4.3.9.    Rest of Asia-Pacific

7.4.3.9.1.    Market size and forecast, by organization size
7.4.3.9.2.    Market size and forecast, by application
7.4.3.9.3.    Market size and forecast, by industry vertical

7.5.    LAMEA

7.5.1.    Key market trends
7.5.2.    Key growth factors and opportunities
7.5.3.    Market size and forecast

7.5.3.1.    Market size and forecast, by organization size
7.5.3.2.    Market size and forecast, by application
7.5.3.3.    Market size and forecast, by industry vertical
7.5.3.5.    Market size and forecast, by country
7.5.3.6.    Latin America

7.5.3.6.1.    Market size and forecast, by organization size
7.5.3.6.2.    Market size and forecast, by application
7.5.3.6.3.    Market size and forecast, by industry vertical

7.5.3.7.    Middle East

7.5.3.7.1.    Market size and forecast, by organization size
7.5.3.7.2.    Market size and forecast, by application
7.5.3.7.3.    Market size and forecast, by industry vertical

7.5.3.8.    Africa

7.5.3.8.1.    Market size and forecast, by organization size
7.5.3.8.2.    Market size and forecast, by application
7.5.3.8.3.    Market size and forecast, by industry vertical

CHAPTER 8:    COMPANY PROFILES

8.1.    Alphabet (Google Inc.)

8.1.1.    Company overview
8.1.2.    Company snapshot
8.1.3.    Operating business segments
8.1.4.    Product portfolio
8.1.5.    Business performance
8.1.6.    Key strategic moves and developments

8.2.    DAQRI

8.2.1.    Company overview
8.2.2.    Company snapshot
8.2.3.    Product portfolio
8.2.4.    Business performance
8.2.5.    Key strategic moves and developments

8.3.    Facebook

8.3.1.    Company overview
8.3.2.    Company snapshot
8.3.3.    Operating business segments
8.3.4.    Product portfolio
8.3.5.    Business performance
8.3.6.    Key strategic moves and developments

8.4.    HTC

8.4.1.    Company overview
8.4.2.    Company snapshot
8.4.3.    Product portfolio
8.4.4.    Key strategic moves and developments

8.5.    Magic Leap, Inc.

8.5.1.    Company overview
8.5.2.    Company snapshot
8.5.3.    Operating business segments
8.5.4.    Product portfolio
8.5.5.    Business performance
8.5.6.    Key strategic moves and developments

8.6.    Microsoft Corporation

8.6.1.    Company overview
8.6.2.    Company snapshot
8.6.3.    Operating business segments
8.6.4.    Product portfolio
8.6.5.    Business performance
8.6.6.    Key strategic moves and developments

8.7.    OSTERHOUT DESIGN GROUP

8.7.1.    Company overview
8.7.2.    Company snapshot
8.7.3.    Operating business segments
8.7.4.    Product portfolio
8.7.5.    Business performance
8.7.6.    Key strategic moves and developments

8.8.    Samsung Electronics Co., Ltd.

8.8.1.    Company overview
8.8.2.    Company snapshot
8.8.3.    Operating business segments
8.8.4.    Product portfolio
8.8.5.    Business performance
8.8.6.    Key strategic moves and developments

8.9.    Sony

8.9.1.    Company overview
8.9.2.    Company snapshot
8.9.3.    Product portfolio

8.10.    Wikitude

8.10.1.    Company overview
8.10.2.    Company snapshot
8.10.3.    Product portfolio
8.10.4.    Key strategic moves and developments

LIST OF TABLES

TABLE 01.    GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 02.    LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 03.    SME AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 04.    GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 2017–2025($MILLION)
TABLE 05.    CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 06.    ENTERPRISE AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 07.    GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 08.    GAMING MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 09.    ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 10.    AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 11.    HEALTHCARE  SIMULATION SOFWTARE MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 12.    EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 13.    MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 14.    RETAIL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 15.    OTHERSAUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 16.    AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 2017–2025($MILLION)
TABLE 17.    NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORRRGANIZATION SIZE, 2017–2025($MILLION)
TABLE 18.    NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 19.    NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 20.    NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017–2025($MILLION)
TABLE 21.    U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 22.    U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 23.    U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 24.    CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 25.    CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 26.    CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY END USER, 2017–2025($MILLION)
TABLE 27.    EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 28.    EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 29.    EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 30.    EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017–2025($MILLION)
TABLE 31.    UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 32.    UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 33.    UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 34.    FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 35.    FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 36.    FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 37.    GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 38.    GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 39.    GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 40.    RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 41.    RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 42.    RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 43.    REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 44.    REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 45.    REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 46.    ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 47.    ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 48.    ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 49.    ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017–2025($MILLION)
TABLE 50.    CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 51.    CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 52.    CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 53.    INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 54.    INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 55.    INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 56.    JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 57.    JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 58.    JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 59.    SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 60.    SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 61.    SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 62.    REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 63.    REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 64.    REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 65.    LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 66.    LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 67.    LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 68.    LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017–2025($MILLION)
TABLE 69.    LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 70.    LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 71.    LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 72.    MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 73.    MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 74.    MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 75.    AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2017–2025($MILLION)
TABLE 76.    AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2017–2025($MILLION)
TABLE 77.    AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2017–2025($MILLION)
TABLE 78.    ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT
TABLE 79.    ALPHABET (GOOGLE INC.): OPERATING SEGMENT
TABLE 80.    ALPHABET (GOOGLE INC.): PRODUCT PORTFOLIO
TABLE 81.    DAQRI: COMPANY SNAPSHOT
TABLE 82.    DAQRI: PRODUCT PORTFOLIO
TABLE 83.    FACEBOOK : COMPANY SNAPSHOT
TABLE 84.    FACEBOOK : OPERATING SEGMENT
TABLE 85.    FACEBOOK : PRODUCT PORTFOLIO
TABLE 86.    HTC: COMPANY SNAPSHOT
TABLE 87.    HTC: PRODUCT PORTFOLIO
TABLE 88.    MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 89.    MAGIC LEAP, INC.: OPERATING SEGMENTS
TABLE 90.    MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 91.    MICROSOFT CORPORATION : COMPANY SNAPSHOT
TABLE 92.    MICROSOFT CORPORATION : PRODUCT CATEGORY
TABLE 93.    MICROSOFT CORPORATION : PRODUCT PORTFOLIO
TABLE 94.    OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
TABLE 95.    OSTERHOUT DESIGN GROUP: OPERATING SEGMENTS
TABLE 96.    OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 97.    SAMSUNG ELECTRONICS CO., LTD. : COMPANY SNAPSHOT
TABLE 98.    SAMSUNG ELECTRONICS CO., LTD. : OPERATING SEGMENTS
TABLE 99.    SAMSUNG ELECTRONICS CO., LTD. : PRODUCT PORTFOLIO
TABLE 100.    SONY: COMPANY SNAPSHOT
TABLE 101.    SONY: PRODUCT PORTFOLIO
TABLE 102.    WIKITUDE COMPANY SNAPSHOT
TABLE 103.    WIKITUDE: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.    GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025
FIGURE 02.    AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION, 2017–2025
FIGURE 03.    GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: KEY PLAYERS
FIGURE 04.    GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET SEGMENTATION
FIGURE 05.    TOP IMPACTING FACTORS
FIGURE 06.    TOP INVESTMENT POCKETS
FIGURE 07.    TOP WINNING STRATEGIES, BY YEAR, 2015–2018*
FIGURE 08.    TOP WINNING STRATEGIES, BY DEVELOPMENT, 2015–2018* (%)
FIGURE 09.    TOP WINNING STRATEGIES, BY COMPANY, 2015–2018*
FIGURE 10.    MODERATE BARGAINING POWER OF SUPPLIER
FIGURE 11.    HIGH BARGAINING POWER OF BUYER
FIGURE 12.    HIGH THREAT OF SUBSTITUTES
FIGURE 13.    MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 14.    HIGH COMPETITIVE RIVALRY
FIGURE 15.    AUGMENTED AND VIRTUAL REALITY MARKET: KEY PLAYER POSITIONING, 2017
FIGURE 16.    DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 17.    COMPARATIVE SHARE ANALYSIS OF LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)

FIGURE 18.    COMPARATIVE SHARE ANALYSIS OF SME AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 19.    COMPARATIVE SHARE ANALYSIS OF CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 20.    COMPARATIVE SHARE ANALYSIS OF ENTERPRISE SIMULATION SOFTWRAE MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 21.    COMPARATIVE SHARE ANALYSIS OF GAMING AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 22.    COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 23.    COMPARATIVE SHARE ANALYSIS OF AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 24.    COMPARATIVE SHARE ANALYSIS OF HEALTHCARE SIMULATION SOFWTARE MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 25.    COMPARATIVE SHARE ANALYSIS OF EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 26.    COMPARATIVE SHARE ANALYSIS OF MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 27.    COMPARATIVE SHARE ANALYSIS OF RETAIL AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 28.    COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY,  2017 & 2025(%)
FIGURE 29.    U.S. AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 30.    CANADA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 31.    UK AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 32.    FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 33.    GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 34.    RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 35.    REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 36.    CHINA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 37.    INDIA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 38.    JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 39.    SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 40.    REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 41.    LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 42.    MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 43.    AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, 2017–2025($MILLION)
FIGURE 44.    ALPHABET (GOOGLE INC.): REVENUE, 2018–2025 ($MILLION)
FIGURE 45.    ALPHABET (GOOGLE INC.): REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 46.    ALPHABET (GOOGLE INC.): REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 47.    DAQRI: REVENUE, 2018–2025 ($MILLION)
FIGURE 48.    DAQRI: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 49.    FACEBOOK: REVENUE, 2015–2017 ($MILLION)
FIGURE 50.    FACEBOOK: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 51.    FACEBOOK: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 52.    MAGIC LEAP, INC.: REVENUE, 2015–2017 ($MILLION)
FIGURE 53.    MAGIC LEAP, INC.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 54.    MAGIC LEAP, INC.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 55.    MICROSOFT CORPORATION : REVENUE, 2015–2017 ($MILLION)
FIGURE 56.    MICROSOFT CORPORATION : REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 57.    MICROSOFT CORPORATION : REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 58.    OSTERHOUT DESIGN GROUP: REVENUE, 2015–2017 ($MILLION)
FIGURE 59.    OSTERHOUT DESIGN GROUP: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 60.    OSTERHOUT DESIGN GROUP: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 61.    SAMSUNG ELECTRONICS CO., LTD. : REVENUE, 2015–2017 ($MILLION)
FIGURE 62.    SAMSUNG ELECTRONICS CO., LTD. : REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 63.    SAMSUNG ELECTRONICS CO., LTD. : REVENUE SHARE BY GEOGRAPHY, 2017 (%)

 
 

The global augmented and virtual reality market is projected to witness vigorous growth, especially in Asia-Pacific and Europe, owing to increased adoption of augmented & virtual reality-enabled mobile devices, strong internet connectivity, and rise in number of gamers across these regions. The market is projected to grow at a CAGR of 63.3% from 2018 to 2025, owing to increase in adoption of augmented and virtual reality-based solutions and services across the healthcare, manufacturing, media & entertainment, and education sectors.

According to the World Economic Forum, the amount of leisure time spent on screen-based devices is 47%, and is continuously increasing. This will create huge opportunities for contents based on personalized immersive technologies. Furthermore, low entry barriers are expected to provide remunerative opportunities for new creators. In addition, the adoption of AR and VR technology is expanding beyond gaming and entertainment sectors. For example, the unconventional industries such as travel & tourism and journalism are increasingly implementing AR and VR technology. For instance, New York Times used VR platform NYTVR to narrate stories in entirely different ways to engage the viewers.

Prominent players operating in the augmented and virtual reality market are anticipated to concentrate on consumer experience enhancement and introduction of industry-specific solutions to expand their presence across aerospace & defense, mining, oil & gas, transportation, and other sectors.

The key players profiled in the report include Alphabet (Google Inc.), DAQRI, HTC, Facebook, Magic Leap, Inc., Microsoft Corporation, Osterhout Design Group, Samsung Electronics Co., Ltd., Sony, and Wikitude. These players have adopted various strategies such as acquisition or strategic alliance with start-ups and well-established local players to expand their market presence and enhance their product portfolio.

 

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