Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Virtual and Augmented Reality Market by Type (Hardware, Software, Service), By Application (Healthcare, Education, Retail, Gaming, Construction, Media and Entertainment, Automotive, Defense and Aerospace, Manufacturing) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Virtual and Augmented Reality Market by Type (Hardware, Software, Service), By Application (Healthcare, Education, Retail, Gaming, Construction, Media and Entertainment, Automotive, Defense and Aerospace, Manufacturing) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 272822 4200 Service & Software 377 240 Pages 5 (33)
                                          

Industry Growth Insights published a new data on “Virtual and Augmented Reality Market”. The research report is titled “Virtual and Augmented Reality Market research by Types (Hardware, Software, Service), By Applications (Healthcare, Education, Retail, Gaming, Construction, Media and Entertainment, Automotive, Defense and Aerospace, Manufacturing), By Players/Companies Google, Samsung Electronics, Microsoft, Sony Interactive Entertainment, Oculus VR, HTC, ZeroLigh, EON Reality, Nokia, Barco, Blippar, Aurasma, MindMaze, Virtalis, Manus Machinae, Independiente Communications, VirZOOM, NuFormer Projection”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Virtual and Augmented Reality Market Research Report

By Type

Hardware, Software, Service

By Application

Healthcare, Education, Retail, Gaming, Construction, Media and Entertainment, Automotive, Defense and Aerospace, Manufacturing

By Companies

Google, Samsung Electronics, Microsoft, Sony Interactive Entertainment, Oculus VR, HTC, ZeroLigh, EON Reality, Nokia, Barco, Blippar, Aurasma, MindMaze, Virtalis, Manus Machinae, Independiente Communications, VirZOOM, NuFormer Projection

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

240

Number of Tables & Figures

168

Customization Available

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


Global Virtual and Augmented Reality Industry Outlook


Global Virtual and Augmented Reality Market Report Segments:

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

Types

Hardware, 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

Healthcare, Education, Retail, Gaming, Construction, Media and Entertainment, Automotive, Defense and Aerospace, Manufacturing

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. Google
  2. Samsung Electronics
  3. Microsoft
  4. Sony Interactive Entertainment
  5. Oculus VR
  6. HTC
  7. ZeroLigh
  8. EON Reality
  9. Nokia
  10. Barco
  11. Blippar
  12. Aurasma
  13. MindMaze
  14. Virtalis
  15. Manus Machinae
  16. Independiente Communications
  17. VirZOOM
  18. NuFormer Projection

Global Virtual and Augmented Reality Market Overview


Highlights of The Virtual and Augmented Reality 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
    2. Software
    3. Service
  1. By Application:

    1. Healthcare
    2. Education
    3. Retail
    4. Gaming
    5. Construction
    6. Media and Entertainment
    7. Automotive
    8. Defense and Aerospace
    9. Manufacturing
  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 Virtual and Augmented Reality 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

Global Virtual and Augmented Reality 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?


Virtual reality (VR) is a technology that creates an immersive environment where users can interact with digital objects and environments. Augmented reality (AR) is a type of VR that overlays digital information on top of the real world.

Some of the major companies in the virtual and augmented reality market are Google, Samsung Electronics, Microsoft, Sony Interactive Entertainment, Oculus VR, HTC, ZeroLigh, EON Reality, Nokia, Barco, Blippar, Aurasma, MindMaze, Virtalis, Manus Machinae, Independiente Communications, VirZOOM, NuFormer Projection.

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

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

Chapter 6 Global Virtual and Augmented Reality 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 Virtual and Augmented Reality Market Size Forecast by Applications
      6.2.1 Healthcare
      6.2.2 Education
      6.2.3 Retail
      6.2.4 Gaming
      6.2.5 Construction
      6.2.6 Media and Entertainment
      6.2.7 Automotive
      6.2.8 Defense and Aerospace
      6.2.9 Manufacturing
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Virtual and Augmented Reality 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 Virtual and Augmented Reality 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 Virtual and Augmented Reality Analysis and Forecast
   9.1 Introduction
   9.2 North America Virtual and Augmented Reality 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 Virtual and Augmented Reality Market Size Forecast by Type
      9.6.1 Hardware
      9.6.2 Software
      9.6.3 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 Virtual and Augmented Reality Market Size Forecast by Applications
      9.10.1 Healthcare
      9.10.2 Education
      9.10.3 Retail
      9.10.4 Gaming
      9.10.5 Construction
      9.10.6 Media and Entertainment
      9.10.7 Automotive
      9.10.8 Defense and Aerospace
      9.10.9 Manufacturing
   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 Virtual and Augmented Reality Analysis and Forecast
   10.1 Introduction
   10.2 Europe Virtual and Augmented Reality 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 Virtual and Augmented Reality Market Size Forecast by Type
      10.6.1 Hardware
      10.6.2 Software
      10.6.3 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 Virtual and Augmented Reality Market Size Forecast by Applications
      10.10.1 Healthcare
      10.10.2 Education
      10.10.3 Retail
      10.10.4 Gaming
      10.10.5 Construction
      10.10.6 Media and Entertainment
      10.10.7 Automotive
      10.10.8 Defense and Aerospace
      10.10.9 Manufacturing
   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 Virtual and Augmented Reality Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Virtual and Augmented Reality 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 Virtual and Augmented Reality Market Size Forecast by Type
      11.6.1 Hardware
      11.6.2 Software
      11.6.3 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 Virtual and Augmented Reality Market Size Forecast by Applications
      11.10.1 Healthcare
      11.10.2 Education
      11.10.3 Retail
      11.10.4 Gaming
      11.10.5 Construction
      11.10.6 Media and Entertainment
      11.10.7 Automotive
      11.10.8 Defense and Aerospace
      11.10.9 Manufacturing
   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 Virtual and Augmented Reality Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Virtual and Augmented Reality 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 Virtual and Augmented Reality Market Size Forecast by Type
      12.6.1 Hardware
      12.6.2 Software
      12.6.3 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 Virtual and Augmented Reality Market Size Forecast by Applications
      12.10.1 Healthcare
      12.10.2 Education
      12.10.3 Retail
      12.10.4 Gaming
      12.10.5 Construction
      12.10.6 Media and Entertainment
      12.10.7 Automotive
      12.10.8 Defense and Aerospace
      12.10.9 Manufacturing
   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) Virtual and Augmented Reality Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Virtual and Augmented Reality 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) Virtual and Augmented Reality Market Size Forecast by Type
      13.6.1 Hardware
      13.6.2 Software
      13.6.3 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) Virtual and Augmented Reality Market Size Forecast by Applications
      13.10.1 Healthcare
      13.10.2 Education
      13.10.3 Retail
      13.10.4 Gaming
      13.10.5 Construction
      13.10.6 Media and Entertainment
      13.10.7 Automotive
      13.10.8 Defense and Aerospace
      13.10.9 Manufacturing
   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 Virtual and Augmented Reality Market: Competitive Dashboard
   14.2 Global Virtual and Augmented Reality Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Google
      14.3.2 Samsung Electronics
      14.3.3 Microsoft
      14.3.4 Sony Interactive Entertainment
      14.3.5 Oculus VR
      14.3.6 HTC
      14.3.7 ZeroLigh
      14.3.8 EON Reality
      14.3.9 Nokia
      14.3.10 Barco
      14.3.11 Blippar
      14.3.12 Aurasma
      14.3.13 MindMaze
      14.3.14 Virtalis
      14.3.15 Manus Machinae
      14.3.16 Independiente Communications
      14.3.17 VirZOOM
      14.3.18 NuFormer Projection

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