Market Overview:
The global augmented and virtual reality content and application market is expected to grow at a CAGR of 31.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for AR and VR applications in various industries such as aerospace & defense, gaming, medicine, education, business, e-commerce, and others. Additionally, the growing penetration of smartphones and tablets 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 environment in real time. Virtual Reality (VR) is an artificial, computer-generated environment that simulates a real-life situation or location.
Both AR and VR have the potential to create powerful new experiences for users, but they differ in key ways. With AR, digital content is overlaid on top of the user's view of the real world. This can be done through a device like a smartphone or head-mounted display (HMD). VR immerses users in a completely virtual environment, shutting out the real world entirely.
Generally speaking, AR is more widely used than VR at this point in time. However, VR has seen some recent successes due to improvements in hardware and software development kits (SDKs).
Software:
Software is the core element in AR/VR content and application. It helps to create, experience and manage content in virtual or augmented reality. The software enables the creation of 3D environments using images, videos or any other form of digital information from a user’s computer or mobile device.
Service:
Service is the invisible component in any AR/VR application or content that enables smooth interaction between devices and software. Service layer acts as a bridge between hardware components and software applications to provide quality experience to its users. In absence of service, AR/VR application crashes during execution due to lack of connectivity with headset device or smartphone camera roll; thus it’s important for developers & manufacturers to understand the importance of service in order to enhance user experience.
Application Insights:
The aerospace and defense application segment accounted for the largest revenue share in 2017. The growth can be attributed to the increasing adoption of augmented reality in aircraft cockpits, flight simulators, and training devices. Furthermore, a growing number of companies focusing on developing VR games and applications for this industry is also expected to contribute towards market growth over the forecast period.
The gaming application segment is anticipated to grow at a significant rate over the forecast period owing to an increase in demand from customers for advanced technology-based gaming consoles coupled with rising investments by game developers in this sector. For instance, Sony Corporation has announced its plan about investing USD 400 million annually on PlayStation VR platform which will provide opportunities for numerous software developers across the globe. Moreover, several other companies such as HTC Corporation; Samsung Electronics Co., Ltd.; Lenovo Group Ltd.; Aol Inc.; et al have also introduced new smart devices that support virtual reality games or apps which are likely to boost market growth further.
Regional Analysis:
The market in North America is expected to be the fastest growing regional segment over the forecast period owing to augmented reality technology implementation in various sectors such as construction, engineering, and military. The U.S. dominated the global market due to high adoption of this technology across several sectors such as gaming, entertainment, education and others.
Asia Pacific is anticipated to be one of the prominent regions during the forecast period owing to increasing investments by companies for developing advanced AR/VR content.
Growth Factors:
- Increasing demand for AR and VR content from the gaming industry
- Growing demand for AR and VR applications in retail and e-commerce sector
- Rising popularity of 360-degree videos and virtual tours
- Proliferation of low-cost AR and VR devices
- Increasing investment in R&D for development of new AR and VR applications
Scope Of The Report
Report Attributes
Report Details
Report Title
Augmented and Virtual Reality Content and Application Market Research Report
By Type
Software, Service
By Application
Aerospace & Defense, Gaming, Medicine, Education, Business, E-commerce, Others
By Companies
Alphabet, Samsung, Microsoft, Apple, BMW, Worldviz LLC, Qualcomm, Atheer, Daqri, Echopixel
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
139
Number of Tables & Figures
98
Customization Available
Yes, the report can be customized as per your need.
Global Augmented and Virtual Reality Content and Application Market Report Segments:
The global Augmented and Virtual Reality Content and Application market is segmented on the basis of:
Types
Software, Service
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
Aerospace & Defense, Gaming, Medicine, Education, Business, E-commerce, 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:
- Alphabet
- Samsung
- Microsoft
- Apple
- BMW
- Worldviz LLC
- Qualcomm
- Atheer
- Daqri
- Echopixel
Highlights of The Augmented and Virtual Reality Content and Application 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:
- Software
- Service
- By Application:
- Aerospace & Defense
- Gaming
- Medicine
- Education
- Business
- E-commerce
- 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 Augmented and Virtual Reality Content and Application 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:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
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?
Augmented and virtual reality content and applications are digital experiences that use technology to enhance or replace real-world experiences. Augmented reality (AR) uses computer graphics to superimpose information on a user's view of the world, while virtual reality (VR) immerses users in a simulated environment.
Some of the major players in the augmented and virtual reality content and application market are Alphabet, Samsung, Microsoft, Apple, BMW, Worldviz LLC, Qualcomm, Atheer, Daqri, Echopixel.
The augmented and virtual reality content and application market is expected to register a CAGR of 31.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size & Forecast, 2018-2028 4.5.1 Augmented and Virtual Reality Content and Application Market Size and Y-o-Y Growth 4.5.2 Augmented and Virtual Reality Content and Application Market Absolute $ Opportunity
Chapter 5 Global Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size Forecast by Type
5.2.1 Software
5.2.2 Service
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size Forecast by Applications
6.2.1 Aerospace & Defense
6.2.2 Gaming
6.2.3 Medicine
6.2.4 Education
6.2.5 Business
6.2.6 E-commerce
6.2.7 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Analysis and Forecast
9.1 Introduction
9.2 North America Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size Forecast by Type
9.6.1 Software
9.6.2 Service
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 Augmented and Virtual Reality Content and Application Market Size Forecast by Applications
9.10.1 Aerospace & Defense
9.10.2 Gaming
9.10.3 Medicine
9.10.4 Education
9.10.5 Business
9.10.6 E-commerce
9.10.7 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 Augmented and Virtual Reality Content and Application Analysis and Forecast
10.1 Introduction
10.2 Europe Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size Forecast by Type
10.6.1 Software
10.6.2 Service
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 Augmented and Virtual Reality Content and Application Market Size Forecast by Applications
10.10.1 Aerospace & Defense
10.10.2 Gaming
10.10.3 Medicine
10.10.4 Education
10.10.5 Business
10.10.6 E-commerce
10.10.7 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 Augmented and Virtual Reality Content and Application Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size Forecast by Type
11.6.1 Software
11.6.2 Service
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 Augmented and Virtual Reality Content and Application Market Size Forecast by Applications
11.10.1 Aerospace & Defense
11.10.2 Gaming
11.10.3 Medicine
11.10.4 Education
11.10.5 Business
11.10.6 E-commerce
11.10.7 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 Augmented and Virtual Reality Content and Application Analysis and Forecast
12.1 Introduction
12.2 Latin America Augmented and Virtual Reality Content and Application 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 Augmented and Virtual Reality Content and Application Market Size Forecast by Type
12.6.1 Software
12.6.2 Service
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 Augmented and Virtual Reality Content and Application Market Size Forecast by Applications
12.10.1 Aerospace & Defense
12.10.2 Gaming
12.10.3 Medicine
12.10.4 Education
12.10.5 Business
12.10.6 E-commerce
12.10.7 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) Augmented and Virtual Reality Content and Application Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Augmented and Virtual Reality Content and Application 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) Augmented and Virtual Reality Content and Application Market Size Forecast by Type
13.6.1 Software
13.6.2 Service
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) Augmented and Virtual Reality Content and Application Market Size Forecast by Applications
13.10.1 Aerospace & Defense
13.10.2 Gaming
13.10.3 Medicine
13.10.4 Education
13.10.5 Business
13.10.6 E-commerce
13.10.7 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 Augmented and Virtual Reality Content and Application Market: Competitive Dashboard
14.2 Global Augmented and Virtual Reality Content and Application Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Alphabet
14.3.2 Samsung
14.3.3 Microsoft
14.3.4 Apple
14.3.5 BMW
14.3.6 Worldviz LLC
14.3.7 Qualcomm
14.3.8 Atheer
14.3.9 Daqri
14.3.10 Echopixel