ICT

Augmented Reality and Virtual Reality Market Size to Worth US$ 859.35 Billion by 2030

According to the new research report published by Precedence Research, titled “Augmented Reality and Virtual Reality Market (By Device Type: AR technology, VR Technology; By Offering Type: Hardware, Software; By End Use: Aerospace & Defense, Consumer, Commercial, Enterprise, Gaming and Entertainment, Healthcare, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2022-2030 (By Product: Traditional, Advanced; By Application: Pottery, Tiles, Abrasives, Sanitary wave, Bricks & pipes, Others; By End User: Medical, Industrial, Building & Construction, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2022-2030”, the global augmented reality and virtual reality market size is expected to be worth around US$ 859.35  billion by 2030 and is poised to record a yearly growth rate of 46.03% from 2022 to 2030. The study investigates several elements and their consequences on the growth of the all-wheel drive market.

This report focuses on augmented reality and virtual reality market volume and value at the global level, regional level and company level. From a global perspective, this report represents the overall augmented reality and virtual reality market size by analysing historical data and future prospects. Regionally, this report focuses on several key regions: North America, Europe, the Middle East & Africa, Latin America, etc.

Augmented Reality and Virtual Reality Market Size 2022 To 2030

 The research report includes specific segments by region (country), by company, by all segments. This study provides information about the growth and revenue during the historic and forecasted period of 2017 to 2030. Understanding the segments helps in identifying the importance of different factors that aid the market growth.

Download a Free Copy of Our Latest Sample Report@ https://www.precedenceresearch.com/sample/2426

The study also provides important advancements in organic and inorganic growth strategies in the worldwide augmented reality and virtual reality market. A lot of corporations are prioritizing new launches, product approvals, and other business expansion techniques. In addition, the report offers profiles of augmented reality and virtual reality market firms and market strategies. Furthermore, the research focuses on top industry participants, providing information such as company profiles, components and services offered, recent financial data, and key developments.

Augmented Reality and Virtual Reality Market Report Scope 

Report Coverage Details
Market Size in 2022 USD 41.56 Billion
Market Size by 2030 USD 859.35 Billion
Growth Rate from 2022 to 2030 CAGR of 46.03%
Base Year 2021
Forecast Period 2022 to 2030
Segments Covered
  • By Device Type
  • By Offering Type
  • By End Use

Also read: Power-To-X Market Size, Share Growth Report 2030

Market Key Players

Company profiles have been included in the report, which include essentials such as product portfolio, key strategies, along with all-inclusive SWOT analysis on each player. Company presence is mapped and presented through a matrix for all the prominent players, thus providing readers with actionable insights, which helps in thoughtfully presenting market status and predicting the competition level in the augmented reality and virtual reality market.

Some of the prominent players in the augmented reality and virtual reality market include

  • Microsoft
  • Google LLC
  • Apple, Inc.
  • Sony Corporation
  • Blippar Limited
  • Infinity Augmented Reality Limited
  • Niantic, Inc.
  • Zappar Limited.
  • Magic Leap, Incorporated
  • Wikitude GmbH

Augmented Reality and Virtual Reality Market Segmentations 

By Device Type

  • AR technology:
    • Head Mounted Displays
    • Head Up Displays
  • VR Technology
    • Head Mounted Displays
    • Gesture Control Device
    • Projector and Display Wall

By Offering Type

  • Hardware
  • Software

By End Use

  • Aerospace & Defense
  • Consumer
  • Commercial
  • Enterprise
  • Gaming and Entertainment
  • Healthcare
  • Others

By Geography

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa (MEA)

Report Objectives 

  • To define, segment, and project the global market size for augmented reality and virtual reality market
  • To understand the structure of the market by identifying its various sub-segments
  • To provide detailed information about the key factors influencing the growth of the market (drivers, restraints, opportunities, and industry-specific challenges)
  • To analyse the micro-markets, with respect to individual growth trends, future prospects, and their contributions to the total market
  • To project the size of the market and its submarkets, in terms of value, with respect to global. (along with their respective key countries)
  • To profile key players and comprehensively analyse their core competencies
  • To understand the competitive landscape and identify major growth strategies adopted by players across the globe.
  • To analyse the competitive developments such as expansions & investments, new product launches, mergers & acquisitions, joint ventures, and agreements 

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Augmented Reality And Virtual Reality Market 

5.1. COVID-19 Landscape: Augmented Reality And Virtual Reality Industry Impact

5.2. COVID 19 – Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Augmented Reality And Virtual Reality Market, By Device Type

8.1. Augmented Reality And Virtual Reality Market, by Device Type, 2022-2030

8.1.1 AR technology

8.1.1.1. Market Revenue and Forecast (2017-2030)

8.1.2. VR Technology

Chapter 9. Global Augmented Reality And Virtual Reality Market, By Offering Type

9.1. Augmented Reality And Virtual Reality Market, by Offering Type, 2022-2030

9.1.1. Hardware

9.1.1.1. Market Revenue and Forecast (2017-2030)

9.1.2. Software

Chapter 10. Global Augmented Reality And Virtual Reality Market, By End Use 

10.1. Augmented Reality And Virtual Reality Market, by End Use, 2022-2030

10.1.1. Aerospace & Defense

10.1.1.1. Market Revenue and Forecast (2017-2030)

10.1.2. Consumer

10.1.2.1. Market Revenue and Forecast (2017-2030)

10.1.3. Commercial

10.1.3.1. Market Revenue and Forecast (2017-2030)

10.1.4. Enterprise

10.1.4.1. Market Revenue and Forecast (2017-2030)

10.1.5. Gaming and Entertainment

10.1.5.1. Market Revenue and Forecast (2017-2030)

10.1.6. Healthcare

10.1.6.1. Market Revenue and Forecast (2017-2030)

10.1.7. Others

10.1.7.1. Market Revenue and Forecast (2017-2030)

Chapter 11. Global Augmented Reality And Virtual Reality Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.1.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.1.3. Market Revenue and Forecast, by End Use (2017-2030)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.1.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.1.4.3. Market Revenue and Forecast, by End Use (2017-2030)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.1.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.1.5.3. Market Revenue and Forecast, by End Use (2017-2030)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.2.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.2.3. Market Revenue and Forecast, by End Use (2017-2030)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.2.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.2.4.3. Market Revenue and Forecast, by End Use (2017-2030)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.2.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.2.5.3. Market Revenue and Forecast, by End Use (2017-2030)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.2.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.2.6.3. Market Revenue and Forecast, by End Use (2017-2030)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.2.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.2.7.3. Market Revenue and Forecast, by End Use (2017-2030)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.3.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.3.3. Market Revenue and Forecast, by End Use (2017-2030)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.3.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.3.4.3. Market Revenue and Forecast, by End Use (2017-2030)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.3.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.3.5.3. Market Revenue and Forecast, by End Use (2017-2030)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.3.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.3.6.3. Market Revenue and Forecast, by End Use (2017-2030)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.3.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.3.7.3. Market Revenue and Forecast, by End Use (2017-2030)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.4.3. Market Revenue and Forecast, by End Use (2017-2030)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.4.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.4.4.3. Market Revenue and Forecast, by End Use (2017-2030)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.4.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.4.5.3. Market Revenue and Forecast, by End Use (2017-2030)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.4.6.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.4.6.3. Market Revenue and Forecast, by End Use (2017-2030)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.4.7.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.4.7.3. Market Revenue and Forecast, by End Use (2017-2030)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.5.3. Market Revenue and Forecast, by End Use (2017-2030)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.5.4.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.5.4.3. Market Revenue and Forecast, by End Use (2017-2030)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Device Type (2017-2030)

11.5.5.2. Market Revenue and Forecast, by Offering Type (2017-2030)

11.5.5.3. Market Revenue and Forecast, by End Use (2017-2030)

Chapter 12. Company Profiles

12.1. Microsoft

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Google LLC

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Apple, Inc.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Sony Corporation

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Blippar Limited

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Infinity Augmented Reality Limited

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Niantic, Inc.

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Zappar Limited.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Magic Leap, Incorporated

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Wikitude GmbH

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

Why should you invest in this report?

If you are aiming to enter the global augmented reality and virtual reality market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for augmented reality and virtual reality are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2022-2030 so that you can plan your strategies to enter this market accordingly.

Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.

Contact Us:

Mr. Alex

Sales Manager

Call: +1 9197 992 333

Emailsales@precedenceresearch.com

Web: https://www.precedenceresearch.com

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Prathamesh

I have completed my education in Bachelors in Computer Application. A focused learner having a keen interest in the field of digital marketing, SEO, SMM, and Google Analytics enthusiastic to learn new things along with building leadership skills.

Prathamesh

I have completed my education in Bachelors in Computer Application. A focused learner having a keen interest in the field of digital marketing, SEO, SMM, and Google Analytics enthusiastic to learn new things along with building leadership skills.

View all posts by Prathamesh →

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