Global Augmented Reality and Virtual Reality Market Overview

Augmented Reality and Virtual Reality Market size is projected to reach USD XX Million by 2028 from an estimated USD XX Million in 2021, growing at a CAGR of xx% globally.

Augmented reality uses a variety of sensory modalities to provide interactive experiences, including haptic, aural, visual, somatosensory, and more. The technology may be used for a variety of purposes, including entertainment, training, and education. Manufacturing, healthcare, and logistics, among other industries, are putting increased emphasis on employing this technology for training, maintenance, help, and monitoring. In the near future, market growth is likely to be boosted by increasing smartphone usage and app integration. Industry expansion is expected to be fueled by market participants' increased engagement with 5G providers to address latency issues. Qualcomm, for example, established a partnership with Bharti Airtel in February 2021 to demonstrate 5G and minimize latency difficulties. Furthermore, since the advent of virtual reality and augmented reality into education, the learning landscape has changed dramatically. Virtual reality (VR) creates a built-in reality, whereas augmented reality (AR) creates a picture with a better view. As a consequence, a spike in the incorporation of virtual reality, augmented reality, and gamification technologies into educational procedures will improve academic achievements while also increasing demand for AR and VR solutions in the augmented reality and virtual reality industry.

Covid-19 Impact On Augmented Reality and Virtual Reality Market

Global businesses have been badly damaged by the COVID-19 epidemic. Travel restrictions, social distance, fewer on-site workers, a lack of training resources, and other issues have occurred. This technology, on the other hand, can provide significant assistance during a crisis and help to boost market potential. During the pandemic, retail organizations and their consumers have migrated to digital purchasing, according to IBM's U.S. Retail Index study from 2020. Brands like IKEA, Home Depot, Louis Vuitton, and Gucci, among others, have used augmented reality to provide virtual "try-before-you-buy" experiences. Similarly, according to Shopify, during the crisis, items with AR content interactivity had a 94% conversion rate compared to other. In the same way, on-site employees in companies may acquire supervised knowledge from an engineer working from home to fix defective machinery and more. PTC Inc., for example, supplied a free AR remote support tool called Vuforia Chalk to help on-site workers during pandemic situations. The programmed ensures that workers are safe while doing manufacturing and maintenance tasks. Similarly, hospitals in the United Kingdom used the Virti platform, which is based on augmented and virtual reality, to deal with mental health and assist training during the epidemic. As a result, during the epidemic, the demand for AR software skyrocketed.

Market Segmentation



Players Covered in Augmented Reality and Virtual Reality market are :

  • Google
  • PTC
  • Apple
  • Sony
  • Samsung Electronics
  • Microsoft
  • HTC
  • Oculus
  • Seiko Epson
  • Lenovo
  • Wikitude
  • Magic Leap
  • Blippar
  • Upskill
  • MAXST
  • EON Reality
  • Vuzix
  • CyberGlove Systems
  • Leap Motion
  • Sixense Enterprises

Key Industry Developments of Augmented Reality and Virtual Reality Market

July 2021, Samsung Electronics America Inc. has teamed up with GBL Systems Corporation to deliver 5G testbeds for augmented reality at military locations around the United States. The US Army will benefit from this relationship in mission planning and training.

July 2021, Matterport, Inc. teamed up with PTC, Inc. to give customers the ability to develop an augmented reality experience for huge environments. Customers may supplement digital twins acquired with Matterport technology with AR experience called Area Targets using PTC's augmented reality software Vuforia Studio and Vuforia Engine.

Augmented Reality and Virtual Reality Market - Insights & Analysis
Segmentations by Type
  • Hardware
  • Software
by Device Type
  • Head Mounted Display
  • Heads Up Display
  • Handheld Devices
  • Stationary AR Systems
  • Smart Glasses
  • Others
by Industry
  • Gaming
  • Media & Entertainment
  • Automotive
  • Retail
  • Healthcare
  • Education
  • Manufacturing
  • Others
by Region
  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Southeast Asia, Rest of APAC)
  • Middle East & Africa (GCC Countries, South Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of South America)
Chapter 1: Introduction
 1.1 Research Objectives
 1.2 Research Methodology
 1.3 Research Process
 1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
 1.5 Market Segmentation

Chapter 2:Executive Summary

Chapter 3:Growth Opportunities By Segment
 3.1 By Component
 3.2 By Device Type
 3.3 By Industry

Chapter 4: Market Landscape
 4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
 4.2 Industry Value Chain Analysis
 4.3 Market Dynamics
  3.5.1 Drivers
  3.5.2 Restraints
  3.5.3 Opportunities
  3.5.4 Challenges
 4.4 Pestle Analysis
 4.5 Technological Roadmap
 4.6 Regulatory Landscape
 4.7 SWOT Analysis
 4.8 Price Trend Analysis
 4.9 Patent Analysis
 4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

Chapter 4: Augmented Reality and Virtual Reality Market by Component
 4.1 Augmented Reality and Virtual Reality Market Overview Snapshot and Growth Engine
 4.2 Augmented Reality and Virtual Reality Market Overview
 4.3 Hardware
  4.3.1 Introduction and Market Overview
  4.3.2 Historic and Forecasted Market Size (2016-2028F)
  4.3.3 Key Market Trends, Growth Factors and Opportunities
  4.3.4 Hardware: Grographic Segmentation
 4.4 Software
  4.4.1 Introduction and Market Overview
  4.4.2 Historic and Forecasted Market Size (2016-2028F)
  4.4.3 Key Market Trends, Growth Factors and Opportunities
  4.4.4 Software: Grographic Segmentation

Chapter 5: Augmented Reality and Virtual Reality Market by Device Type
 5.1 Augmented Reality and Virtual Reality Market Overview Snapshot and Growth Engine
 5.2 Augmented Reality and Virtual Reality Market Overview
 5.3 Head Mounted Display
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Head Mounted Display: Grographic Segmentation
 5.4 Heads Up Display
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Heads Up Display: Grographic Segmentation
 5.5 Handheld Devices
  5.5.1 Introduction and Market Overview
  5.5.2 Historic and Forecasted Market Size (2016-2028F)
  5.5.3 Key Market Trends, Growth Factors and Opportunities
  5.5.4 Handheld Devices: Grographic Segmentation
 5.6 Stationary AR Systems
  5.6.1 Introduction and Market Overview
  5.6.2 Historic and Forecasted Market Size (2016-2028F)
  5.6.3 Key Market Trends, Growth Factors and Opportunities
  5.6.4 Stationary AR Systems: Grographic Segmentation
 5.7 Smart Glasses
  5.7.1 Introduction and Market Overview
  5.7.2 Historic and Forecasted Market Size (2016-2028F)
  5.7.3 Key Market Trends, Growth Factors and Opportunities
  5.7.4 Smart Glasses: Grographic Segmentation
 5.8 Others
  5.8.1 Introduction and Market Overview
  5.8.2 Historic and Forecasted Market Size (2016-2028F)
  5.8.3 Key Market Trends, Growth Factors and Opportunities
  5.8.4 Others: Grographic Segmentation

Chapter 6: Augmented Reality and Virtual Reality Market by Industry
 6.1 Augmented Reality and Virtual Reality Market Overview Snapshot and Growth Engine
 6.2 Augmented Reality and Virtual Reality Market Overview
 6.3 Gaming
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Gaming: Grographic Segmentation
 6.4 Media & Entertainment
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Media & Entertainment: Grographic Segmentation
 6.5 Automotive
  6.5.1 Introduction and Market Overview
  6.5.2 Historic and Forecasted Market Size (2016-2028F)
  6.5.3 Key Market Trends, Growth Factors and Opportunities
  6.5.4 Automotive: Grographic Segmentation
 6.6 Retail
  6.6.1 Introduction and Market Overview
  6.6.2 Historic and Forecasted Market Size (2016-2028F)
  6.6.3 Key Market Trends, Growth Factors and Opportunities
  6.6.4 Retail: Grographic Segmentation
 6.7 Healthcare
  6.7.1 Introduction and Market Overview
  6.7.2 Historic and Forecasted Market Size (2016-2028F)
  6.7.3 Key Market Trends, Growth Factors and Opportunities
  6.7.4 Healthcare: Grographic Segmentation
 6.8 Education
  6.8.1 Introduction and Market Overview
  6.8.2 Historic and Forecasted Market Size (2016-2028F)
  6.8.3 Key Market Trends, Growth Factors and Opportunities
  6.8.4 Education: Grographic Segmentation
 6.9 Manufacturing
  6.9.1 Introduction and Market Overview
  6.9.2 Historic and Forecasted Market Size (2016-2028F)
  6.9.3 Key Market Trends, Growth Factors and Opportunities
  6.9.4 Manufacturing: Grographic Segmentation
 6.10 Others
  6.10.1 Introduction and Market Overview
  6.10.2 Historic and Forecasted Market Size (2016-2028F)
  6.10.3 Key Market Trends, Growth Factors and Opportunities
  6.10.4 Others: Grographic Segmentation

Chapter 7: Company Profiles and Competitive Analysis
 7.1 Competitive Landscape
  7.1.1 Competitive Positioning
  7.1.2 Augmented Reality and Virtual Reality Sales and Market Share By Players
  7.1.3 Industry BCG Matrix
  7.1.4 Ansoff Matrix
  7.1.5 Augmented Reality and Virtual Reality Industry Concentration Ratio (CR5 and HHI)
  7.1.6 Top 5 Augmented Reality and Virtual Reality Players Market Share
  7.1.7 Mergers and Acquisitions
  7.1.8 Business Strategies By Top Players
 7.2 GOOGLE
  7.2.1 Company Overview
  7.2.2 Key Executives
  7.2.3 Company Snapshot
  7.2.4 Operating Business Segments
  7.2.5 Product Portfolio
  7.2.6 Business Performance
  7.2.7 Key Strategic Moves and Recent Developments
  7.2.8 SWOT Analysis
 7.3 PTC
 7.4 APPLE
 7.5 SONY
 7.6 SAMSUNG ELECTRONICS
 7.7 MICROSOFT
 7.8 HTC
 7.9 OCULUS
 7.10 SEIKO EPSON
 7.11 LENOVO
 7.12 WIKITUDE
 7.13 MAGIC LEAP
 7.14 BLIPPAR
 7.15 UPSKILL
 7.16 MAXST
 7.17 EON REALITY
 7.18 VUZIX
 7.19 CYBERGLOVE SYSTEMS
 7.20 LEAP MOTION
 7.21 SIXENSE ENTERPRISES

Chapter 8: Global Augmented Reality and Virtual Reality Market Analysis, Insights and Forecast, 2016-2028
 8.1 Market Overview
 8.2 Historic and Forecasted Market Size By Component
  8.2.1 Hardware
  8.2.2 Software
 8.3 Historic and Forecasted Market Size By Device Type
  8.3.1 Head Mounted Display
  8.3.2 Heads Up Display
  8.3.3 Handheld Devices
  8.3.4 Stationary AR Systems
  8.3.5 Smart Glasses
  8.3.6 Others
 8.4 Historic and Forecasted Market Size By Industry
  8.4.1 Gaming
  8.4.2 Media & Entertainment
  8.4.3 Automotive
  8.4.4 Retail
  8.4.5 Healthcare
  8.4.6 Education
  8.4.7 Manufacturing
  8.4.8 Others

Chapter 9: North America Augmented Reality and Virtual Reality Market Analysis, Insights and Forecast, 2016-2028
 9.1 Key Market Trends, Growth Factors and Opportunities
 9.2 Impact of Covid-19
 9.3 Key Players
 9.4 Key Market Trends, Growth Factors and Opportunities
 9.4 Historic and Forecasted Market Size By Component
  9.4.1 Hardware
  9.4.2 Software
 9.5 Historic and Forecasted Market Size By Device Type
  9.5.1 Head Mounted Display
  9.5.2 Heads Up Display
  9.5.3 Handheld Devices
  9.5.4 Stationary AR Systems
  9.5.5 Smart Glasses
  9.5.6 Others
 9.6 Historic and Forecasted Market Size By Industry
  9.6.1 Gaming
  9.6.2 Media & Entertainment
  9.6.3 Automotive
  9.6.4 Retail
  9.6.5 Healthcare
  9.6.6 Education
  9.6.7 Manufacturing
  9.6.8 Others
 9.7 Historic and Forecast Market Size by Country
  9.7.1 U.S.
  9.7.2 Canada
  9.7.3 Mexico

Chapter 10: Europe Augmented Reality and Virtual Reality Market Analysis, Insights and Forecast, 2016-2028
 10.1 Key Market Trends, Growth Factors and Opportunities
 10.2 Impact of Covid-19
 10.3 Key Players
 10.4 Key Market Trends, Growth Factors and Opportunities
 10.4 Historic and Forecasted Market Size By Component
  10.4.1 Hardware
  10.4.2 Software
 10.5 Historic and Forecasted Market Size By Device Type
  10.5.1 Head Mounted Display
  10.5.2 Heads Up Display
  10.5.3 Handheld Devices
  10.5.4 Stationary AR Systems
  10.5.5 Smart Glasses
  10.5.6 Others
 10.6 Historic and Forecasted Market Size By Industry
  10.6.1 Gaming
  10.6.2 Media & Entertainment
  10.6.3 Automotive
  10.6.4 Retail
  10.6.5 Healthcare
  10.6.6 Education
  10.6.7 Manufacturing
  10.6.8 Others
 10.7 Historic and Forecast Market Size by Country
  10.7.1 Germany
  10.7.2 U.K.
  10.7.3 France
  10.7.4 Italy
  10.7.5 Russia
  10.7.6 Spain

Chapter 11: Asia-Pacific Augmented Reality and Virtual Reality Market Analysis, Insights and Forecast, 2016-2028
 11.1 Key Market Trends, Growth Factors and Opportunities
 11.2 Impact of Covid-19
 11.3 Key Players
 11.4 Key Market Trends, Growth Factors and Opportunities
 11.4 Historic and Forecasted Market Size By Component
  11.4.1 Hardware
  11.4.2 Software
 11.5 Historic and Forecasted Market Size By Device Type
  11.5.1 Head Mounted Display
  11.5.2 Heads Up Display
  11.5.3 Handheld Devices
  11.5.4 Stationary AR Systems
  11.5.5 Smart Glasses
  11.5.6 Others
 11.6 Historic and Forecasted Market Size By Industry
  11.6.1 Gaming
  11.6.2 Media & Entertainment
  11.6.3 Automotive
  11.6.4 Retail
  11.6.5 Healthcare
  11.6.6 Education
  11.6.7 Manufacturing
  11.6.8 Others
 11.7 Historic and Forecast Market Size by Country
  11.7.1 China
  11.7.2 India
  11.7.3 Japan
  11.7.4 Southeast Asia

Chapter 12: South America Augmented Reality and Virtual Reality Market Analysis, Insights and Forecast, 2016-2028
 12.1 Key Market Trends, Growth Factors and Opportunities
 12.2 Impact of Covid-19
 12.3 Key Players
 12.4 Key Market Trends, Growth Factors and Opportunities
 12.4 Historic and Forecasted Market Size By Component
  12.4.1 Hardware
  12.4.2 Software
 12.5 Historic and Forecasted Market Size By Device Type
  12.5.1 Head Mounted Display
  12.5.2 Heads Up Display
  12.5.3 Handheld Devices
  12.5.4 Stationary AR Systems
  12.5.5 Smart Glasses
  12.5.6 Others
 12.6 Historic and Forecasted Market Size By Industry
  12.6.1 Gaming
  12.6.2 Media & Entertainment
  12.6.3 Automotive
  12.6.4 Retail
  12.6.5 Healthcare
  12.6.6 Education
  12.6.7 Manufacturing
  12.6.8 Others
 12.7 Historic and Forecast Market Size by Country
  12.7.1 Brazil
  12.7.2 Argentina

Chapter 13: Middle East & Africa Augmented Reality and Virtual Reality Market Analysis, Insights and Forecast, 2016-2028
 13.1 Key Market Trends, Growth Factors and Opportunities
 13.2 Impact of Covid-19
 13.3 Key Players
 13.4 Key Market Trends, Growth Factors and Opportunities
 13.4 Historic and Forecasted Market Size By Component
  13.4.1 Hardware
  13.4.2 Software
 13.5 Historic and Forecasted Market Size By Device Type
  13.5.1 Head Mounted Display
  13.5.2 Heads Up Display
  13.5.3 Handheld Devices
  13.5.4 Stationary AR Systems
  13.5.5 Smart Glasses
  13.5.6 Others
 13.6 Historic and Forecasted Market Size By Industry
  13.6.1 Gaming
  13.6.2 Media & Entertainment
  13.6.3 Automotive
  13.6.4 Retail
  13.6.5 Healthcare
  13.6.6 Education
  13.6.7 Manufacturing
  13.6.8 Others
 13.7 Historic and Forecast Market Size by Country
  13.7.1 Saudi Arabia
  13.7.2 South Africa

Chapter 14 Investment Analysis

Chapter 15 Analyst Viewpoint and Conclusion
Augmented Reality and Virtual Reality Market - Insights & Analysis
Segmentations by Type
  • Hardware
  • Software
by Device Type
  • Head Mounted Display
  • Heads Up Display
  • Handheld Devices
  • Stationary AR Systems
  • Smart Glasses
  • Others
by Industry
  • Gaming
  • Media & Entertainment
  • Automotive
  • Retail
  • Healthcare
  • Education
  • Manufacturing
  • Others
by Region
  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Southeast Asia, Rest of APAC)
  • Middle East & Africa (GCC Countries, South Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of South America)
LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. AUGMENTED REALITY AND VIRTUAL REALITY MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. AUGMENTED REALITY AND VIRTUAL REALITY MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. AUGMENTED REALITY AND VIRTUAL REALITY MARKET COMPETITIVE RIVALRY
TABLE 005. AUGMENTED REALITY AND VIRTUAL REALITY MARKET THREAT OF NEW ENTRANTS
TABLE 006. AUGMENTED REALITY AND VIRTUAL REALITY MARKET THREAT OF SUBSTITUTES
TABLE 007. AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY COMPONENT
TABLE 008. HARDWARE MARKET OVERVIEW (2016-2028)
TABLE 009. SOFTWARE MARKET OVERVIEW (2016-2028)
TABLE 010. AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY DEVICE TYPE
TABLE 011. HEAD MOUNTED DISPLAY MARKET OVERVIEW (2016-2028)
TABLE 012. HEADS UP DISPLAY MARKET OVERVIEW (2016-2028)
TABLE 013. HANDHELD DEVICES MARKET OVERVIEW (2016-2028)
TABLE 014. STATIONARY AR SYSTEMS MARKET OVERVIEW (2016-2028)
TABLE 015. SMART GLASSES MARKET OVERVIEW (2016-2028)
TABLE 016. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 017. AUGMENTED REALITY AND VIRTUAL REALITY MARKET BY INDUSTRY
TABLE 018. GAMING MARKET OVERVIEW (2016-2028)
TABLE 019. MEDIA & ENTERTAINMENT MARKET OVERVIEW (2016-2028)
TABLE 020. AUTOMOTIVE MARKET OVERVIEW (2016-2028)
TABLE 021. RETAIL MARKET OVERVIEW (2016-2028)
TABLE 022. HEALTHCARE MARKET OVERVIEW (2016-2028)
TABLE 023. EDUCATION MARKET OVERVIEW (2016-2028)
TABLE 024. MANUFACTURING MARKET OVERVIEW (2016-2028)
TABLE 025. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 026. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT (2016-2028)
TABLE 027. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2028)
TABLE 028. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY INDUSTRY (2016-2028)
TABLE 029. N AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (2016-2028)
TABLE 030. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT (2016-2028)
TABLE 031. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2028)
TABLE 032. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY INDUSTRY (2016-2028)
TABLE 033. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (2016-2028)
TABLE 034. ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT (2016-2028)
TABLE 035. ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2028)
TABLE 036. ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY INDUSTRY (2016-2028)
TABLE 037. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (2016-2028)
TABLE 038. MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT (2016-2028)
TABLE 039. MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2028)
TABLE 040. MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY INDUSTRY (2016-2028)
TABLE 041. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (2016-2028)
TABLE 042. SOUTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT (2016-2028)
TABLE 043. SOUTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (2016-2028)
TABLE 044. SOUTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY INDUSTRY (2016-2028)
TABLE 045. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COUNTRY (2016-2028)
TABLE 046. GOOGLE: SNAPSHOT
TABLE 047. GOOGLE: BUSINESS PERFORMANCE
TABLE 048. GOOGLE: PRODUCT PORTFOLIO
TABLE 049. GOOGLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 049. PTC: SNAPSHOT
TABLE 050. PTC: BUSINESS PERFORMANCE
TABLE 051. PTC: PRODUCT PORTFOLIO
TABLE 052. PTC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 052. APPLE: SNAPSHOT
TABLE 053. APPLE: BUSINESS PERFORMANCE
TABLE 054. APPLE: PRODUCT PORTFOLIO
TABLE 055. APPLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 055. SONY: SNAPSHOT
TABLE 056. SONY: BUSINESS PERFORMANCE
TABLE 057. SONY: PRODUCT PORTFOLIO
TABLE 058. SONY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 058. SAMSUNG ELECTRONICS: SNAPSHOT
TABLE 059. SAMSUNG ELECTRONICS: BUSINESS PERFORMANCE
TABLE 060. SAMSUNG ELECTRONICS: PRODUCT PORTFOLIO
TABLE 061. SAMSUNG ELECTRONICS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 061. MICROSOFT: SNAPSHOT
TABLE 062. MICROSOFT: BUSINESS PERFORMANCE
TABLE 063. MICROSOFT: PRODUCT PORTFOLIO
TABLE 064. MICROSOFT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 064. HTC: SNAPSHOT
TABLE 065. HTC: BUSINESS PERFORMANCE
TABLE 066. HTC: PRODUCT PORTFOLIO
TABLE 067. HTC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 067. OCULUS: SNAPSHOT
TABLE 068. OCULUS: BUSINESS PERFORMANCE
TABLE 069. OCULUS: PRODUCT PORTFOLIO
TABLE 070. OCULUS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 070. SEIKO EPSON: SNAPSHOT
TABLE 071. SEIKO EPSON: BUSINESS PERFORMANCE
TABLE 072. SEIKO EPSON: PRODUCT PORTFOLIO
TABLE 073. SEIKO EPSON: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 073. LENOVO: SNAPSHOT
TABLE 074. LENOVO: BUSINESS PERFORMANCE
TABLE 075. LENOVO: PRODUCT PORTFOLIO
TABLE 076. LENOVO: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 076. WIKITUDE: SNAPSHOT
TABLE 077. WIKITUDE: BUSINESS PERFORMANCE
TABLE 078. WIKITUDE: PRODUCT PORTFOLIO
TABLE 079. WIKITUDE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 079. MAGIC LEAP: SNAPSHOT
TABLE 080. MAGIC LEAP: BUSINESS PERFORMANCE
TABLE 081. MAGIC LEAP: PRODUCT PORTFOLIO
TABLE 082. MAGIC LEAP: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 082. BLIPPAR: SNAPSHOT
TABLE 083. BLIPPAR: BUSINESS PERFORMANCE
TABLE 084. BLIPPAR: PRODUCT PORTFOLIO
TABLE 085. BLIPPAR: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 085. UPSKILL: SNAPSHOT
TABLE 086. UPSKILL: BUSINESS PERFORMANCE
TABLE 087. UPSKILL: PRODUCT PORTFOLIO
TABLE 088. UPSKILL: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 088. MAXST: SNAPSHOT
TABLE 089. MAXST: BUSINESS PERFORMANCE
TABLE 090. MAXST: PRODUCT PORTFOLIO
TABLE 091. MAXST: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 091. EON REALITY: SNAPSHOT
TABLE 092. EON REALITY: BUSINESS PERFORMANCE
TABLE 093. EON REALITY: PRODUCT PORTFOLIO
TABLE 094. EON REALITY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 094. VUZIX: SNAPSHOT
TABLE 095. VUZIX: BUSINESS PERFORMANCE
TABLE 096. VUZIX: PRODUCT PORTFOLIO
TABLE 097. VUZIX: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 097. CYBERGLOVE SYSTEMS: SNAPSHOT
TABLE 098. CYBERGLOVE SYSTEMS: BUSINESS PERFORMANCE
TABLE 099. CYBERGLOVE SYSTEMS: PRODUCT PORTFOLIO
TABLE 100. CYBERGLOVE SYSTEMS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100. LEAP MOTION: SNAPSHOT
TABLE 101. LEAP MOTION: BUSINESS PERFORMANCE
TABLE 102. LEAP MOTION: PRODUCT PORTFOLIO
TABLE 103. LEAP MOTION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 103. SIXENSE ENTERPRISES: SNAPSHOT
TABLE 104. SIXENSE ENTERPRISES: BUSINESS PERFORMANCE
TABLE 105. SIXENSE ENTERPRISES: PRODUCT PORTFOLIO
TABLE 106. SIXENSE ENTERPRISES: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY COMPONENT
FIGURE 012. HARDWARE MARKET OVERVIEW (2016-2028)
FIGURE 013. SOFTWARE MARKET OVERVIEW (2016-2028)
FIGURE 014. AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY DEVICE TYPE
FIGURE 015. HEAD MOUNTED DISPLAY MARKET OVERVIEW (2016-2028)
FIGURE 016. HEADS UP DISPLAY MARKET OVERVIEW (2016-2028)
FIGURE 017. HANDHELD DEVICES MARKET OVERVIEW (2016-2028)
FIGURE 018. STATIONARY AR SYSTEMS MARKET OVERVIEW (2016-2028)
FIGURE 019. SMART GLASSES MARKET OVERVIEW (2016-2028)
FIGURE 020. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 021. AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY INDUSTRY
FIGURE 022. GAMING MARKET OVERVIEW (2016-2028)
FIGURE 023. MEDIA & ENTERTAINMENT MARKET OVERVIEW (2016-2028)
FIGURE 024. AUTOMOTIVE MARKET OVERVIEW (2016-2028)
FIGURE 025. RETAIL MARKET OVERVIEW (2016-2028)
FIGURE 026. HEALTHCARE MARKET OVERVIEW (2016-2028)
FIGURE 027. EDUCATION MARKET OVERVIEW (2016-2028)
FIGURE 028. MANUFACTURING MARKET OVERVIEW (2016-2028)
FIGURE 029. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 030. NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 031. EUROPE AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 032. ASIA PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 033. MIDDLE EAST & AFRICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 034. SOUTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY MARKET OVERVIEW BY COUNTRY (2016-2028)
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Frequently Asked Questions :

What would be forecast period in the market research report?
The forecast period in the market research report is 2022-2028.
Who are the key players in Augmented Reality and Virtual Reality market?
The key players mentioned are Google, PTC, Apple, Sony, Samsung Electronics, Microsoft, HTC, Oculus, Seiko Epson, Lenovo, Wikitude, Magic Leap, Blippar, Upskill, MAXST, EON Reality, Vuzix, CyberGlove Systems, Leap Motion, Sixense Enterprises.
What are the segments of Augmented Reality and Virtual Reality market?
The Augmented Reality and Virtual Reality market is segmented into Component, Device Type, Industry and region. By region, it is analysed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain; Rest of Europe), Asia-Pacific (China; India; Japan; Southeast Asia; Rest of APAC), Middle East & Africa (GCC Countries; South Africa; Rest of MEA), South America (Brazil; Argentina; Rest of South America).
What is the Augmented Reality and Virtual Reality market?
Augmented Reality and Virtual Reality Market size is projected to reach xxxx units by 2028 from an estimated xxxx unit in 2021, growing at a CAGR of xx% globally.
How big is the Augmented Reality and Virtual Reality market?
The global Augmented Reality and Virtual Reality market size was estimated at USD XX billion in 2021 and is expected to reach USD XX billion in 2028.