The global augmented reality and virtual reality market size was approximate at US$ 41.56billion in 2022 and is anticipated to grow US$ 41.56 billion by 2030, registering a compound annual growth rate of 41.56% from 2022 to 2030.
The augmented reality and virtual reality market report covering various industry elements and growth trends helpful for predicting the market’s future.
The study provides a strong base for the augmented reality and virtual reality market to be segmented into different segments. In fact, the study also covers the maximum market share during the assessment period by 2030.
This study is based on the partners that are highly competitive, key players as well as their market revenue in the forecast years of 2022 to 2030. There is also a strong focus on product revenues, sales, product categories and even the products that are experiencing the most traction. In this manner, the augmented reality and virtual reality report also speaks about the effectiveness of this market along with its growth during the forecast period of 2030. Other major attributes of the augmented reality and virtual reality market have been studied and analysed across many developments.
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Augmented Reality and Virtual Reality Market Report Scope
Report Coverage | Details |
Market Size in 2022 | USD 41.56 Billion |
Market Size by 2030 | USD 859.35 Billion |
Growth Rate from 2022 to 2030 | CAGR of 46.03% |
Base Year | 2021 |
Forecast Period | 2022 to 2030 |
Segments Covered |
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Also read: Power-To-X Market Size, Share, Forecast 2030
Research Approach
The comprehensive report on the global augmented reality and virtual reality market begins with an overview, followed by the scope and objectives of the study. The report provides detailed explanation of the objectives behind this study and key vendors and distributors operating in the market and regulatory scenario for approval of products. Following this, the report provides detailed explanation of objectives of this study and laid down by accredited agencies in the purview of research in the global augmented reality and virtual reality market.
It is followed by market introduction, market dynamics, and an overview of the global market, which includes analysis of market drivers, restraints, and trends pertaining to the global market. Furthermore, Y-o-Y growth analysis with elaborated insights has been provided in order to understand the Y-o-Y growth trend of the global market.
For reading comprehensibility, the report has been compiled in a chapter-wise layout, with each section divided into smaller sections. The report comprises an exhaustive collection of graphs and tables that are appropriately interspersed. Pictorial representation of actual and projected values of key segments is visually appealing to readers. This also allows comparison of the market shares of key segments in the past and at the end of the forecast period.
Key Players
- Microsoft
- Google LLC
- Apple, Inc.
- Sony Corporation
- Blippar Limited
- Infinity Augmented Reality Limited
- Niantic, Inc.
- Zappar Limited.
- Magic Leap, Incorporated
- Wikitude GmbH
Augmented Reality and Virtual Reality Market Segmentations
By Device Type
- AR technology:
- Head Mounted Displays
- Head Up Displays
- VR Technology
- Head Mounted Displays
- Gesture Control Device
- Projector and Display Wall
By Offering Type
- Hardware
- Software
By End Use
- Aerospace & Defense
- Consumer
- Commercial
- Enterprise
- Gaming and Entertainment
- Healthcare
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East & Africa (MEA)
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Augmented Reality And Virtual Reality Market
5.1. COVID-19 Landscape: Augmented Reality And Virtual Reality Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Augmented Reality And Virtual Reality Market, By Device Type
8.1. Augmented Reality And Virtual Reality Market, by Device Type, 2022-2030
8.1.1 AR technology
8.1.1.1. Market Revenue and Forecast (2017-2030)
8.1.2. VR Technology
Chapter 9. Global Augmented Reality And Virtual Reality Market, By Offering Type
9.1. Augmented Reality And Virtual Reality Market, by Offering Type, 2022-2030
9.1.1. Hardware
9.1.1.1. Market Revenue and Forecast (2017-2030)
9.1.2. Software
Chapter 10. Global Augmented Reality And Virtual Reality Market, By End Use
10.1. Augmented Reality And Virtual Reality Market, by End Use, 2022-2030
10.1.1. Aerospace & Defense
10.1.1.1. Market Revenue and Forecast (2017-2030)
10.1.2. Consumer
10.1.2.1. Market Revenue and Forecast (2017-2030)
10.1.3. Commercial
10.1.3.1. Market Revenue and Forecast (2017-2030)
10.1.4. Enterprise
10.1.4.1. Market Revenue and Forecast (2017-2030)
10.1.5. Gaming and Entertainment
10.1.5.1. Market Revenue and Forecast (2017-2030)
10.1.6. Healthcare
10.1.6.1. Market Revenue and Forecast (2017-2030)
10.1.7. Others
10.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 11. Global Augmented Reality And Virtual Reality Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.1.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.1.3. Market Revenue and Forecast, by End Use (2017-2030)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.1.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.1.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.1.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.1.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.6.3. Market Revenue and Forecast, by End Use (2017-2030)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.2.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.2.7.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.6.3. Market Revenue and Forecast, by End Use (2017-2030)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.3.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.3.7.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.6.3. Market Revenue and Forecast, by End Use (2017-2030)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.4.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.4.7.3. Market Revenue and Forecast, by End Use (2017-2030)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.5.3. Market Revenue and Forecast, by End Use (2017-2030)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.5.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.5.4.3. Market Revenue and Forecast, by End Use (2017-2030)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Device Type (2017-2030)
11.5.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)
11.5.5.3. Market Revenue and Forecast, by End Use (2017-2030)
Chapter 12. Company Profiles
12.1. Microsoft
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Google LLC
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Apple, Inc.
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Sony Corporation
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Blippar Limited
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Infinity Augmented Reality Limited
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Niantic, Inc.
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Zappar Limited.
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Magic Leap, Incorporated
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Wikitude GmbH
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
Why should you invest in this report?
If you are aiming to enter the global augmented reality and virtual reality market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for augmented reality and virtual reality are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030 so that you can plan your strategies to enter this market accordingly.
Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.
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