Global VR and AR Market Worth $30B and $90.8B, Respectively, in 2020

Sep 09, 2016, 05:00 ET from RnR Market Research

PUNE, India, September 9, 2016 /PRNewswire/ --

RnRMarketResearch.com adds "Global and China VR and AR Industry Report, 2016-2020" and "Europe VR&AR Industry 2016 Market Research Report" business intelligence studies to its growing online research library.

VR, which provides immersive closed-loop experience, can only be used to a limited extent due to the size and weight of head-mounted devices, and will still be the main force of the market before consumer-grade AR products are achieved in the aspects of technology and prices of hardware. However, it is expected AR hardware and technology will be fully mature and quickly capture VR market in 2019 because of its wide applicability in business market. Hence, global VR/AR market will reach USD970 million and USD500 million in 2016 and USD30 billion and USD90.8 billion in 2020, respectively. VR products can be categorized into three kinds (desktop, immersive, and distributed) and are applied to fields covering game, event live streaming, social experience, VR business, medical & healthcare, bodybuilding, advertorial & sponsored content, entertainment & film, communications, training & teaching simulation, and tourism. Today's AR hardware is typically implemented in three ways: head-mounted displays, hand-held displays, and world-fixed displays by the distance away from eyes, with the first the most commonly seen. AR technology now is primarily applied to industrial manufacturing, repair, healthcare, military, television relaying, games entertainment, education, relic restoration, tourism exhibition, and municipal construction planning, chiefly for commercial use. Complete Report on Global and China VR and AR market spread across 170 pages is available at http://www.rnrmarketresearch.com/global-and-china-vr-and-ar-industry-report-2016-2020-market-report.html .

Gradually-formed industrial standards raise access threshold, thus eliminating less competitive teams and companies. Large companies gradually build perfect VR ecosystem. PC VR products, primarily games and movies, will be targeted at expert players and game enthusiasts. Mobile VR products gradually move into business fields like education and tourism. The number of content development teams will increase, and the scope of VR contents will broaden. Display devices become smaller, and any plane can be bent into a screen.

Fusion of AR technology and 3D visualization technology and projection technology brings about disruptive changes to navigation. Seamless docking between data visualization and users wearable devices. Gesture interaction becomes more mature; the relationship between human and technology will be redefined; human body language will interact well with technology products. Touch technology will usher in great progress and get applied to national defense, administration and law enforcement, and healthcare. Smart showroom, smart tourism, and AR theme park will develop or be presented before target audiences on the original basis. Intelligent glasses will be the mainstream trend of AR hardware, bracing the upcoming era of "de-cellphone-ization". AR software will be more oriented toward consumer groups, growing daily in the aspects of shopping, entertainment, and education.

Companies mentioned in Global and China VR and AR Industry Report, 2016-2020 are Oculus, Google, HTC, SONY and Meta. Order a copy of this latest AR and VR market study at http://www.rnrmarketresearch.com/contacts/purchase?rname=686397 .

Explore more Electronics Industry research report at http://www.rnrmarketresearch.com/reports/information-technology-telecommunication/electronics .

Another research titled Europe VR&AR Industry 2016 Market Research Report is a professional and in-depth study on the current state of the VR&AR industry. The VR&AR market analysis is provided for the Europe markets including development trends, competitive landscape analysis, and key regions development status. Development policies and plans are discussed as well as manufacturing processes and Bill of Materials cost structures are also analyzed. This report also states import/export consumption, supply and demand Figures, cost, price, revenue and gross margins. The report focuses on Europe major leading industry players providing information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials and equipment and downstream demand analysis is also carried out. The VR&AR industry development trends and marketing channels are analyzed. With 178 tables and figures the report provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market. Companies mentioned in Europe VR&AR Industry 2016 Market Research Report are Google, Microsoft, Facebook, Oculus VR, Samsung, Apple, HTC, Sony, Zeiss, Razer, Qualcomm, Shoogee and Beijing ANTVR Technology.

Browse Complete Europe VR&AR Industry 2016 Market Research Report http://www.rnrmarketresearch.com/europe-vr-ar-industry-2016-market-research-report-market-report.html .

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