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.
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.
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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 |
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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.
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