Market Overview:
The global AR and VR products and services market is expected to grow at a CAGR of over 31% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for AR and VR products and services across different applications such as gaming, enterprise, healthcare, aerospace & defense, and others. Additionally, the growing adoption of AR and VR technology by major players in various industries is also contributing to the growth of this market.
Product Definition:
Augmented Reality (AR) is a technology that blends digital content with the user's real-world environment. AR applications can be used to enhance the experience of users in many industries, including retail, education, and manufacturing.
Virtual Reality (VR) is an artificial environment that is created with software and presented to the user in such a way that it appears to be real.
Hardware and Devices:
Hardware and devices are the core of AR/VR products and services. They provide real-time perception, sensing, interaction with environment or any other physical device. Hardware components have a direct impact on the overall performance of AR/VR product or service. It includes sensors, processors, graphics cards and other system peripherals that work in conjunction with each other to build an immersive experience for end users by generating virtual images around them using head-mounted displays (HMDs).
Software and Services:
Software and Services are the core elements of AR/VR Products and Services. They comprise hardware, software, application development tools along with services required to deploy the software on various devices. The industry is expected to witness significant growth over the forecast period owing to increasing investments in R&D for virtual reality (VR) technology by companies including Facebook Inc., Google LLC, Microsoft Corporation and Sony Corporation among others.
Application Insights:
The gaming and VR feature viewing application segment dominated the global market in 2017. This can be attributed to the increasing use of mobile headsets such as Samsung Gear VR by major game developers for testing their new games. Furthermore, companies such as HTC Corporation have introduced a series of affordable virtual reality headsets which are targeted at the mass market. For instance, HTC launched its Vive headset with controllers in China which costs around USD 400. The enterprise application segment is expected to witness significant growth over the forecast period owing to rising demand from industries such as oil and gas, construction, manufacturing etc.
Global AR and VR products.
The healthcare sector has been using these devices for medical education or patient simulation purposes wherein trainees require access to high-quality 3D content for learning about human anatomy or surgical procedures without having direct contact with them (i.e., remote monitoring).
Regional Analysis:
North America dominated the global market in 2017. The growth of this region can be attributed to increasing investments and technological advancements in the field of augmented reality and virtual reality. Moreover, growing popularity of these technologies among consumers is expected to drive regional demand over the forecast period.
Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing adoption by enterprises for training purposes as well as gaming applications across various industries such as healthcare, logistics, military simulation, and others. Furthermore, rising disposable income levels coupled with growing penetration of smartphones are expected to fuel regional demand during the forecast period. Increasing investments from companies such as Google LLC; Samsung Electronics Co., Ltd.; HTC Corporation; Sony Corporation; Baidu Inc.; Alibaba Group Holding Limited; Microsoft Corporation; Tencent Holdings Limited; LG Electronics Inc.; Nikon Corp.
Growth Factors:
- Increasing demand for AR and VR products from the gaming industry
- Growing demand for AR and VR products in the education sector
- Increasing demand for AR and VR products from the healthcare sector
- Rising popularity of augmented reality and virtual reality applications
- Proliferation of head-mounted displays
Scope Of The Report
Report Attributes
Report Details
Report Title
AR and VR Products and Services Market Research Report
By Type
Hardware and Devices, Software and Services
By Application
Gaming and VR Feature Viewing, Enterprise, Healthcare, Aerospace and Defense, Others
By Companies
Google, Microsoft, Oculus VR (Facebook), Sony, Samsung Electronics, HTC, PTC, Wikitude GmbH, Magic Leap, Osterhout Design Group, Daqri, Blippar, Upskill, Continental, Visteon, Eon Reality, Vuzix, Zugara, MAXST, Infinity Augmented Reality, Apple, Intel
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
217
Number of Tables & Figures
152
Customization Available
Yes, the report can be customized as per your need.
Global AR and VR Products and Services Market Report Segments:
The global AR and VR Products and Services market is segmented on the basis of:
Types
Hardware and Devices, Software and Services
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Gaming and VR Feature Viewing, Enterprise, Healthcare, Aerospace and Defense, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Microsoft
- Oculus VR (Facebook)
- Sony
- Samsung Electronics
- HTC
- PTC
- Wikitude GmbH
- Magic Leap
- Osterhout Design Group
- Daqri
- Blippar
- Upskill
- Continental
- Visteon
- Eon Reality
- Vuzix
- Zugara
- MAXST
- Infinity Augmented Reality
- Apple
- Intel
Highlights of The AR and VR Products and Services Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Hardware and Devices
- Software and Services
- By Application:
- Gaming and VR Feature Viewing
- Enterprise
- Healthcare
- Aerospace and Defense
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the AR and VR Products and Services Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
AR and VR products and services are digital technologies that allow users to experience a simulated environment, typically one that is different from their everyday reality. This technology can be used for entertainment, education, or business purposes.
Some of the major companies in the ar and vr products and services market are Google, Microsoft, Oculus VR (Facebook), Sony, Samsung Electronics, HTC, PTC, Wikitude GmbH, Magic Leap, Osterhout Design Group, Daqri, Blippar, Upskill, Continental, Visteon, Eon Reality, Vuzix, Zugara, MAXST, Infinity Augmented Reality, Apple, Intel.
The ar and vr products and services market is expected to grow at a compound annual growth rate of 31%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 AR and VR Products and Services Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 AR and VR Products and Services Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 AR and VR Products and Services Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the AR and VR Products and Services Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global AR and VR Products and Services Market Size & Forecast, 2018-2028 4.5.1 AR and VR Products and Services Market Size and Y-o-Y Growth 4.5.2 AR and VR Products and Services Market Absolute $ Opportunity
Chapter 5 Global AR and VR Products and Services Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 AR and VR Products and Services Market Size Forecast by Type
5.2.1 Hardware and Devices
5.2.2 Software and Services
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global AR and VR Products and Services Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 AR and VR Products and Services Market Size Forecast by Applications
6.2.1 Gaming and VR Feature Viewing
6.2.2 Enterprise
6.2.3 Healthcare
6.2.4 Aerospace and Defense
6.2.5 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global AR and VR Products and Services Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 AR and VR Products and Services Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America AR and VR Products and Services Analysis and Forecast
9.1 Introduction
9.2 North America AR and VR Products and Services Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America AR and VR Products and Services Market Size Forecast by Type
9.6.1 Hardware and Devices
9.6.2 Software and Services
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America AR and VR Products and Services Market Size Forecast by Applications
9.10.1 Gaming and VR Feature Viewing
9.10.2 Enterprise
9.10.3 Healthcare
9.10.4 Aerospace and Defense
9.10.5 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe AR and VR Products and Services Analysis and Forecast
10.1 Introduction
10.2 Europe AR and VR Products and Services Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe AR and VR Products and Services Market Size Forecast by Type
10.6.1 Hardware and Devices
10.6.2 Software and Services
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe AR and VR Products and Services Market Size Forecast by Applications
10.10.1 Gaming and VR Feature Viewing
10.10.2 Enterprise
10.10.3 Healthcare
10.10.4 Aerospace and Defense
10.10.5 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific AR and VR Products and Services Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific AR and VR Products and Services Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific AR and VR Products and Services Market Size Forecast by Type
11.6.1 Hardware and Devices
11.6.2 Software and Services
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific AR and VR Products and Services Market Size Forecast by Applications
11.10.1 Gaming and VR Feature Viewing
11.10.2 Enterprise
11.10.3 Healthcare
11.10.4 Aerospace and Defense
11.10.5 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America AR and VR Products and Services Analysis and Forecast
12.1 Introduction
12.2 Latin America AR and VR Products and Services Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America AR and VR Products and Services Market Size Forecast by Type
12.6.1 Hardware and Devices
12.6.2 Software and Services
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America AR and VR Products and Services Market Size Forecast by Applications
12.10.1 Gaming and VR Feature Viewing
12.10.2 Enterprise
12.10.3 Healthcare
12.10.4 Aerospace and Defense
12.10.5 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) AR and VR Products and Services Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) AR and VR Products and Services Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) AR and VR Products and Services Market Size Forecast by Type
13.6.1 Hardware and Devices
13.6.2 Software and Services
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) AR and VR Products and Services Market Size Forecast by Applications
13.10.1 Gaming and VR Feature Viewing
13.10.2 Enterprise
13.10.3 Healthcare
13.10.4 Aerospace and Defense
13.10.5 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 AR and VR Products and Services Market: Competitive Dashboard
14.2 Global AR and VR Products and Services Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Google
14.3.2 Microsoft
14.3.3 Oculus VR (Facebook)
14.3.4 Sony
14.3.5 Samsung Electronics
14.3.6 HTC
14.3.7 PTC
14.3.8 Wikitude GmbH
14.3.9 Magic Leap
14.3.10 Osterhout Design Group
14.3.11 Daqri
14.3.12 Blippar
14.3.13 Upskill
14.3.14 Continental
14.3.15 Visteon
14.3.16 Eon Reality
14.3.17 Vuzix
14.3.18 Zugara
14.3.19 MAXST
14.3.20 Infinity Augmented Reality
14.3.21 Apple
14.3.22 Intel