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 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:
- 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
Highlights of The Virtual and Augmented Reality 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
- Software
- Service
- By Application:
- Healthcare
- Education
- Retail
- Gaming
- Construction
- Media and Entertainment
- Automotive
- Defense and Aerospace
- Manufacturing
- 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 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
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?
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