Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Augmented Reality and Virtual Reality Component Market by Type (Hardware Component, Semiconductor Component, Software Component), By Application (Consumer, Aerospace & Defense, Medical) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Augmented Reality and Virtual Reality Component Market by Type (Hardware Component, Semiconductor Component, Software Component), By Application (Consumer, Aerospace & Defense, Medical) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 298484 4200 Service & Software 377 174 Pages 4.7 (40)
                                          

Market Overview:


The global augmented reality and virtual reality component market is expected to grow at a CAGR of 27.5% during the forecast period from 2018 to 2030. The growth of the market can be attributed to the increasing demand for AR and VR applications across different industries, such as consumer, aerospace & defense, medical, and others. Additionally, the growing adoption of AR and VR headsets among consumers is also contributing to the growth of this market. The hardware component segment is expected to hold a major share in the global augmented reality and virtual reality component market during the forecast period. This can be attributed to factors such as technological advancements in hardware components that are used in AR and VR devices, rising demand for lightweight devices with better performance, and increasing investments by key players in this segment.


Global Augmented Reality and Virtual Reality Component Industry Outlook


Product Definition:


Augmented Reality is defined as a technology that superimposes digital information on top of the real world, while Virtual Reality is an artificial, computer-generated simulation or recreation of a real life environment.


Arguably the most important use case for augmented reality and virtual reality components is in training and education. Both technologies can be used to create incredibly lifelike simulations, which can be used to train people for all sorts of tasks - from emergency response procedures to surgery. In addition, virtual reality can also be used to give people a different perspective on situations they might not have otherwise experienced.


Hardware Component:


Hardware component is used in Augmented Reality (AR) and Virtual Reality (VR) components. AR & VR are two emerging technologies that have captured the consumer attention with their immersive experience and enticed them to explore new aspects of reality. The technology has evolved from being a niche market to one that is capturing the interest of consumers worldwide, thereby driving hardware component demand over the forecast period.


The global augmented reality market size was valued at USD 696 million in 2016.


Semiconductor Component:


Semiconductor components are used in augmented reality and virtual reality to create a three-dimensional view of objects around us. The component consists of sensors, processors, displays and other electronic devices that help in providing real-time images or information to the user. It is an integral part of any virtual or augmented reality device as without these components it will not be able to provide the desired effect.


Application Insights:


The consumer application segment accounted for the largest market share in 2017 and is projected to expand at a significant CAGR over the forecast period. The growing adoption of smartphones coupled with augmented reality applications has been driving demand for these components in this segment. Furthermore, increasing penetration of smart glasses is expected to fuel demand over the next few years.


The aerospace & defense application segment accounted for a significant market share in terms of revenue as well as volume in 2017 owing to increased government funding and initiatives towards developing advanced technologies such as augmented reality and virtual reality that can be effectively used by designers during the development phase of an aircraft or spacecraft component. Moreover, manufacturers are investing significantly on research & development activities pertaining to AR/VR technology which can be effectively used by military personnel during training sessions or real-time combat operations. This factor is anticipated to drive growth over the forecast period thereby contributing toward overall global revenue share within 2030AD ¢â‚¬ 29%.


Regional Analysis:


North America is expected to be the key regional market over the forecast period owing to early adoption of augmented reality technology. The U.S. and China are among the top countries in terms of revenue generation from AR/VR industry, attributed largely to their large consumer bases and high spending capacities.


The Asia Pacific region is projected to witness significant growth over the next eight years due to increasing investments by various governments for developing innovative technologies at a domestic level coupled with rising disposable incomes in emerging economies such as India and China, which will drive demand for advanced technologies such as augmented reality & virtual reality across several industries including education, entertainment, gaming etc.


Europe accounted for more than 25% share of global revenue in 2017 owing its well-established aerospace & defense sector along with growing automobile production across major countries such as Germany France Italy Spain Russia etc.


Growth Factors:


  • Increasing demand for AR and VR in the gaming industry
  • Growing demand for AR and VR in the e-commerce sector
  • Rising popularity of 360-degree videos
  • Proliferation of low-cost AR and VR devices
  • Increasing use of AR and VR in advertising

Scope Of The Report

Report Attributes

Report Details

Report Title

Augmented Reality and Virtual Reality Component Market Research Report

By Type

Hardware Component, Semiconductor Component, Software Component

By Application

Consumer, Aerospace & Defense, Medical

By Companies

Blippar, Daqri, Eon Reality, Google, Himax Technologies, Intel, Magic Leap, Meta, Microsoft, Facebook, Osterhout Design Group (ODG), PTC, Samsung Electronics, Sony, Vuzix

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

174

Number of Tables & Figures

122

Customization Available

Yes, the report can be customized as per your need.


Global Augmented Reality and Virtual Reality Component Market Report Segments:

The global Augmented Reality and Virtual Reality Component market is segmented on the basis of:

Types

Hardware Component, Semiconductor Component, Software Component

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

Consumer, Aerospace & Defense, Medical

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:

  1. Blippar
  2. Daqri
  3. Eon Reality
  4. Google
  5. Himax Technologies
  6. Intel
  7. Magic Leap
  8. Meta
  9. Microsoft
  10. Facebook
  11. Osterhout Design Group (ODG)
  12. PTC
  13. Samsung Electronics
  14. Sony
  15. Vuzix

Global Augmented Reality and Virtual Reality Component Market Overview


Highlights of The Augmented Reality and Virtual Reality Component Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Hardware Component
    2. Semiconductor Component
    3. Software Component
  1. By Application:

    1. Consumer
    2. Aerospace & Defense
    3. Medical
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Augmented Reality and Virtual Reality Component 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.

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Global Augmented Reality and Virtual Reality Component Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Augmented Reality (AR) and Virtual Reality Component (VR) are technologies that allow users to experience a simulated environment that is overlayed on the real world. AR allows you to see digital objects overlaid on top of your physical environment, while VR creates an immersive virtual reality where you can be surrounded by 3D objects.

Some of the major players in the augmented reality and virtual reality component market are Blippar, Daqri, Eon Reality, Google, Himax Technologies, Intel, Magic Leap, Meta, Microsoft, Facebook, Osterhout Design Group (ODG), PTC, Samsung Electronics, Sony, Vuzix.

The augmented reality and virtual reality component market is expected to grow at a compound annual growth rate of 27.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size & Forecast, 2018-2028       4.5.1 Augmented Reality and Virtual Reality Component Market Size and Y-o-Y Growth       4.5.2 Augmented Reality and Virtual Reality Component Market Absolute $ Opportunity

Chapter 5 Global Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Type
      5.2.1 Hardware Component
      5.2.2 Semiconductor Component
      5.2.3 Software Component
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Applications
      6.2.1 Consumer
      6.2.2 Aerospace & Defense
      6.2.3 Medical
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Analysis and Forecast
   9.1 Introduction
   9.2 North America Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Type
      9.6.1 Hardware Component
      9.6.2 Semiconductor Component
      9.6.3 Software Component
   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 Reality and Virtual Reality Component Market Size Forecast by Applications
      9.10.1 Consumer
      9.10.2 Aerospace & Defense
      9.10.3 Medical
   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 Reality and Virtual Reality Component Analysis and Forecast
   10.1 Introduction
   10.2 Europe Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Type
      10.6.1 Hardware Component
      10.6.2 Semiconductor Component
      10.6.3 Software Component
   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 Reality and Virtual Reality Component Market Size Forecast by Applications
      10.10.1 Consumer
      10.10.2 Aerospace & Defense
      10.10.3 Medical
   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 Reality and Virtual Reality Component Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Type
      11.6.1 Hardware Component
      11.6.2 Semiconductor Component
      11.6.3 Software Component
   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 Reality and Virtual Reality Component Market Size Forecast by Applications
      11.10.1 Consumer
      11.10.2 Aerospace & Defense
      11.10.3 Medical
   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 Reality and Virtual Reality Component Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Type
      12.6.1 Hardware Component
      12.6.2 Semiconductor Component
      12.6.3 Software Component
   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 Reality and Virtual Reality Component Market Size Forecast by Applications
      12.10.1 Consumer
      12.10.2 Aerospace & Defense
      12.10.3 Medical
   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 Reality and Virtual Reality Component Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Augmented Reality and Virtual Reality Component 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 Reality and Virtual Reality Component Market Size Forecast by Type
      13.6.1 Hardware Component
      13.6.2 Semiconductor Component
      13.6.3 Software Component
   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 Reality and Virtual Reality Component Market Size Forecast by Applications
      13.10.1 Consumer
      13.10.2 Aerospace & Defense
      13.10.3 Medical
   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 Reality and Virtual Reality Component Market: Competitive Dashboard
   14.2 Global Augmented Reality and Virtual Reality Component Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details â€“ Overview, Financials, Developments, Strategy) 
      14.3.1 Blippar
      14.3.2 Daqri
      14.3.3 Eon Reality
      14.3.4 Google
      14.3.5 Himax Technologies
      14.3.6 Intel
      14.3.7 Magic Leap
      14.3.8 Meta
      14.3.9 Microsoft
      14.3.10 Facebook
      14.3.11 Osterhout Design Group (ODG)
      14.3.12 PTC
      14.3.13 Samsung Electronics
      14.3.14 Sony
      14.3.15 Vuzix

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