November 13, 2024
ICT

Augmented Reality and Virtual Reality Market Size to Grow US$ 859.35Billion By 2030

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.

Augmented Reality and Virtual Reality Market Size 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
  • By Device Type
  • By Offering Type
  • By End Use

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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Prathamesh

I have completed my education in Bachelors in Computer Application. A focused learner having a keen interest in the field of digital marketing, SEO, SMM, and Google Analytics enthusiastic to learn new things along with building leadership skills.

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