Augmented Reality and Virtual Reality Market with COVID-19 Impact Analysis by Offering (Hardware & Software), Device Type (HMD, HUD, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare), and Geography - Global Forecast to 2030
Market Overview
Fatpos Global has released a report titled Augmented Reality and Virtual Reality Market - Analysis of Market Size, Share & Trends for 2014 - 2020 and Forecasts to 2031. According to a study by Fatpos Global, is anticipated to reach USD 15.3 billion in 2020 to USD 77.0 billion by 2030; it is expected to grow at a CAGR of 38.1% from 2020 to 2030.. According to the report, emphasizes on the detailed understanding of some decisive factors such as size, share, sales, forecast trends, supply, production, demands, industry and CAGR in order to provide a comprehensive outlook of the global market
Augmented Reality and Virtual Reality Market Market: Key Players
Google (US),
PTC (US),
Apple (US),
Sony (Japan),
Samsung Electronics (South Korea),
Microsoft (US),
HTC (Taiwan),
Oculus (US),
Seiko Epson (Japan),
Lenovo (China),
Wikitude (Austria),
Magic Leap (US),
Blippar (UK),
Upskill (US),
MAXST (South Korea),
EON Reality (US),
Vuzix (US),
CyberGlove Systems (US),
Leap Motion (US), and
Sixense Enterprises (US)
Segmentation
This report categorizes the augmented reality and virtual reality market based on type, offering, device type, application, and geography.
Augmented Reality and Virtual Reality Market, by Technology:
Augmented Reality
Marker-based (Passive Marker, Active Marker)
Markerless (Model-based, Image Processing-based)
Anchor-based
Virtual Reality
Nonimmersive
Semi- and Fully Immersive
Augmented Reality and Virtual Reality Market, by Offering:
Hardware
Sensors
Semiconductor Components
Displays and Projectors
Position Trackers
Cameras
Others (Computer/video generator and combiner)
Software
Software Development Kits
Cloud-Based Services
AR Software Functions
VR Content Creation
Augmented Reality and Virtual Reality Market, by Device Type:
Augmented Reality
Head-mounted Displays
Head-up Displays
Virtual Reality
Head-mounted Displays
Gesture-tracking Devices
Projectors and Display Walls
Augmented Reality and Virtual Reality Market, by Application:
Augmented Reality
Consumer (Gaming, Sports & Entertainment)
Aerospace & Defense
Healthcare (Surgery, Patient Care Management, Fitness Management, Pharmacy Management, Medical Training and Education)
Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing)
Enterprise (Manufacturing)
Energy
Automotive
Others (Agriculture, Construction, Transportation & Logistics, Public Safety)
Virtual Reality
Consumer (Gaming and Entertainment, Sports)
Commercial (Retail and Ecommerce, Education and Training, Travel and Tourism, Advertising)
Enterprise (Manufacturing)
Healthcare (Surgery, Patient Care Management, Fitness Management, Pharmacy Management, Medical Training and Education)
Aerospace & Defense
Others (Automotive, Real Estate, Geospatial Mining)
Augmented Reality and Virtual Reality Market, by Geography:
North America
US
Canada
Mexico
Europe
Germany
France
UK
Rest of Europe
APAC
China
Japan
South Korea
India
Rest of APAC
RoW
Middle East & Africa
South America
Augmented Reality and Virtual Reality Market Market Dynamics
Augmented Reality and Virtual Reality Market Market Size
Supply & Demand
Current Trends/Issues/Challenges
Competition & Companies Involved in the Market
Value Chain of the Market
Market Drivers and Restraints
The report sheds light on various aspects and answers pertinent questions on the market. Some of the important ones are:
COVID-19 pre and post business impact analysis
Detailed overview of the parent market
Changing market dynamics in the industry
In-depth market segmentation
What is the Augmented Reality and Virtual Reality Market Market growth?
Which segment accounted for the largest Augmented Reality and Virtual Reality Market Market share?
Who are the key players in the Griddles Market?
Historical, current and projected market size in terms of volume and value
Recent industry trends and developments
Competitive landscape
Strategies of key players and products offered
Potential and niche segments, geographical regions exhibiting promising growth
A neutral perspective on market performance
Must-have information for market players to sustain and enhance their market footprint
Note: Although care has been taken to maintain the highest levels of accuracy in Fatpos Global’s reports, recent market/vendor-specific changes may take time to reflect in the analysis.
Fatpos Global has released a report titled Augmented Reality and Virtual Reality Market - Analysis of Market Size, Share & Trends for 2014 - 2020 and Forecasts to 2031. According to a study by Fatpos Global, is anticipated to reach USD 15.3 billion in 2020 to USD 77.0 billion by 2030; it is expected to grow at a CAGR of 38.1% from 2020 to 2030.. According to the report, emphasizes on the detailed understanding of some decisive factors such as size, share, sales, forecast trends, supply, production, demands, industry and CAGR in order to provide a comprehensive outlook of the global market
Augmented Reality and Virtual Reality Market Market: Key Players
Google (US),
PTC (US),
Apple (US),
Sony (Japan),
Samsung Electronics (South Korea),
Microsoft (US),
HTC (Taiwan),
Oculus (US),
Seiko Epson (Japan),
Lenovo (China),
Wikitude (Austria),
Magic Leap (US),
Blippar (UK),
Upskill (US),
MAXST (South Korea),
EON Reality (US),
Vuzix (US),
CyberGlove Systems (US),
Leap Motion (US), and
Sixense Enterprises (US)
Segmentation
This report categorizes the augmented reality and virtual reality market based on type, offering, device type, application, and geography.
Augmented Reality and Virtual Reality Market, by Technology:
Augmented Reality
Marker-based (Passive Marker, Active Marker)
Markerless (Model-based, Image Processing-based)
Anchor-based
Virtual Reality
Nonimmersive
Semi- and Fully Immersive
Augmented Reality and Virtual Reality Market, by Offering:
Hardware
Sensors
Semiconductor Components
Displays and Projectors
Position Trackers
Cameras
Others (Computer/video generator and combiner)
Software
Software Development Kits
Cloud-Based Services
AR Software Functions
VR Content Creation
Augmented Reality and Virtual Reality Market, by Device Type:
Augmented Reality
Head-mounted Displays
Head-up Displays
Virtual Reality
Head-mounted Displays
Gesture-tracking Devices
Projectors and Display Walls
Augmented Reality and Virtual Reality Market, by Application:
Augmented Reality
Consumer (Gaming, Sports & Entertainment)
Aerospace & Defense
Healthcare (Surgery, Patient Care Management, Fitness Management, Pharmacy Management, Medical Training and Education)
Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing)
Enterprise (Manufacturing)
Energy
Automotive
Others (Agriculture, Construction, Transportation & Logistics, Public Safety)
Virtual Reality
Consumer (Gaming and Entertainment, Sports)
Commercial (Retail and Ecommerce, Education and Training, Travel and Tourism, Advertising)
Enterprise (Manufacturing)
Healthcare (Surgery, Patient Care Management, Fitness Management, Pharmacy Management, Medical Training and Education)
Aerospace & Defense
Others (Automotive, Real Estate, Geospatial Mining)
Augmented Reality and Virtual Reality Market, by Geography:
North America
US
Canada
Mexico
Europe
Germany
France
UK
Rest of Europe
APAC
China
Japan
South Korea
India
Rest of APAC
RoW
Middle East & Africa
South America
Augmented Reality and Virtual Reality Market Market Dynamics
Augmented Reality and Virtual Reality Market Market Size
Supply & Demand
Current Trends/Issues/Challenges
Competition & Companies Involved in the Market
Value Chain of the Market
Market Drivers and Restraints
The report sheds light on various aspects and answers pertinent questions on the market. Some of the important ones are:
COVID-19 pre and post business impact analysis
Detailed overview of the parent market
Changing market dynamics in the industry
In-depth market segmentation
What is the Augmented Reality and Virtual Reality Market Market growth?
Which segment accounted for the largest Augmented Reality and Virtual Reality Market Market share?
Who are the key players in the Griddles Market?
Historical, current and projected market size in terms of volume and value
Recent industry trends and developments
Competitive landscape
Strategies of key players and products offered
Potential and niche segments, geographical regions exhibiting promising growth
A neutral perspective on market performance
Must-have information for market players to sustain and enhance their market footprint
Note: Although care has been taken to maintain the highest levels of accuracy in Fatpos Global’s reports, recent market/vendor-specific changes may take time to reflect in the analysis.
1. EXECUTIVE SUMMARY
2. AUGMENTED REALITY AND VIRTUAL REALITY MARKET
2.1. Product Overview
2.2. Market Definition
2.3. Segmentation
2.4. Assumptions and Acronyms
3. RESEARCH METHODOLOGY
3.1. Research Objectives
3.2. Primary Research
3.3. Secondary Research
3.4. Forecast Model
3.5. Market Size Estimation
4. AVERAGE PRICING ANALYSIS
5. MACRO-ECONOMIC INDICATORS
6. MARKET DYNAMICS
6.1. Growth Drivers
6.2. Restraints
6.3. Opportunity
6.4. Trends
7. CORRELATION & REGRESSION ANALYSIS
7.1. Correlation Matrix
7.2. Regression Matrix
8. RECENT DEVELOPMENT, POLICIES & REGULATORY LANDSCAPE
9. RISK ANALYSIS
9.1. Demand Risk Analysis
9.2. Supply Risk Analysis
10. AUGMENTED REALITY AND VIRTUAL REALITY MARKET ANALYSIS
10.1. Porters Five Forces
10.1.1. Threat of New Entrants
10.1.2. Bargaining Power of Suppliers
10.1.3. Threat of Substitutes
10.1.4. Rivalry
10.2. PEST Analysis
10.2.1. Political
10.2.2. Economic
10.2.3. Social
10.2.4. Technological
11. AUGMENTED REALITY AND VIRTUAL REALITY MARKET
11.1. Market Size & forecast, 2020A-2030F
11.1.1. By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
11.1.2. By Volume (Million Units) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12. AUGMENTED REALITY AND VIRTUAL REALITY MARKET: MARKET SEGMENTATION
12.1. By Regions
12.1.1. North America:(U.S. and Canada), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.2. Latin America: (Brazil, Mexico, Argentina, Rest of Latin America), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.3. Europe: (Germany, UK, France, Italy, Spain, BENELUX, NORDIC, Hungary, Poland, Turkey, Russia, Rest of Europe), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.4. Asia-Pacific: (China, India, Japan, South Korea, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia Pacific), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.5. Middle East and Africa: (Israel, GCC, North Africa, South Africa, Rest of Middle East and Africa), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.2. By network type: Market Share (2020-2030F)
12.2.1. Hardware , By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.2.2. Software , By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.2.3. Services , By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3. By End user: Market Share (2020-2030F)
12.3.1. Manufacturing, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.2. Healthcare, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.3. Energy and Utilities, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.4. IT & Telecom, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.5. Automotive and Transportation, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.6. Supply Chain and Logistics, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.7. Government and Public Safety, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.8. Agriculture, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.9. Others, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
Company Profile
Google (US),
PTC (US),
Apple (US),
Sony (Japan),
Samsung Electronics (South Korea),
Microsoft (US),
HTC (Taiwan),
Oculus (US),
Seiko Epson (Japan),
Lenovo (China),
Wikitude (Austria),
Magic Leap (US),
Blippar (UK),
Upskill (US),
MAXST (South Korea),
EON Reality (US),
Vuzix (US),
CyberGlove Systems (US),
Leap Motion (US), and
Sixense Enterprises (US)
Consultant Recommendation
**The above-given segmentations and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.
2. AUGMENTED REALITY AND VIRTUAL REALITY MARKET
2.1. Product Overview
2.2. Market Definition
2.3. Segmentation
2.4. Assumptions and Acronyms
3. RESEARCH METHODOLOGY
3.1. Research Objectives
3.2. Primary Research
3.3. Secondary Research
3.4. Forecast Model
3.5. Market Size Estimation
4. AVERAGE PRICING ANALYSIS
5. MACRO-ECONOMIC INDICATORS
6. MARKET DYNAMICS
6.1. Growth Drivers
6.2. Restraints
6.3. Opportunity
6.4. Trends
7. CORRELATION & REGRESSION ANALYSIS
7.1. Correlation Matrix
7.2. Regression Matrix
8. RECENT DEVELOPMENT, POLICIES & REGULATORY LANDSCAPE
9. RISK ANALYSIS
9.1. Demand Risk Analysis
9.2. Supply Risk Analysis
10. AUGMENTED REALITY AND VIRTUAL REALITY MARKET ANALYSIS
10.1. Porters Five Forces
10.1.1. Threat of New Entrants
10.1.2. Bargaining Power of Suppliers
10.1.3. Threat of Substitutes
10.1.4. Rivalry
10.2. PEST Analysis
10.2.1. Political
10.2.2. Economic
10.2.3. Social
10.2.4. Technological
11. AUGMENTED REALITY AND VIRTUAL REALITY MARKET
11.1. Market Size & forecast, 2020A-2030F
11.1.1. By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
11.1.2. By Volume (Million Units) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12. AUGMENTED REALITY AND VIRTUAL REALITY MARKET: MARKET SEGMENTATION
12.1. By Regions
12.1.1. North America:(U.S. and Canada), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.2. Latin America: (Brazil, Mexico, Argentina, Rest of Latin America), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.3. Europe: (Germany, UK, France, Italy, Spain, BENELUX, NORDIC, Hungary, Poland, Turkey, Russia, Rest of Europe), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.4. Asia-Pacific: (China, India, Japan, South Korea, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia Pacific), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.1.5. Middle East and Africa: (Israel, GCC, North Africa, South Africa, Rest of Middle East and Africa), By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.2. By network type: Market Share (2020-2030F)
12.2.1. Hardware , By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.2.2. Software , By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.2.3. Services , By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3. By End user: Market Share (2020-2030F)
12.3.1. Manufacturing, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.2. Healthcare, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.3. Energy and Utilities, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.4. IT & Telecom, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.5. Automotive and Transportation, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.6. Supply Chain and Logistics, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.7. Government and Public Safety, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.8. Agriculture, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
12.3.9. Others, By Value (USD Million) 2020-2030F; Y-o-Y Growth (%) 2021-2030F
Company Profile
Google (US),
PTC (US),
Apple (US),
Sony (Japan),
Samsung Electronics (South Korea),
Microsoft (US),
HTC (Taiwan),
Oculus (US),
Seiko Epson (Japan),
Lenovo (China),
Wikitude (Austria),
Magic Leap (US),
Blippar (UK),
Upskill (US),
MAXST (South Korea),
EON Reality (US),
Vuzix (US),
CyberGlove Systems (US),
Leap Motion (US), and
Sixense Enterprises (US)
Consultant Recommendation
**The above-given segmentations and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.