The Global Virtual and Augmented Reality market is poised to grow at a CAGR of around 73.2% over the next decade to reach approximately $198.51 billion by 2025
This industry report analyzes the market estimates and forecasts of all the given segments on global as well as regional levels presented in the research scope. The study provides historical market data for 2014, 2015 revenue estimations are presented for 2016 and forecasts from 2017 till 2025.
The study focuses on market trends, leading players, supply chain trends, technological innovations, key developments, and future strategies for the existing players, new entrants and the future investors.
Some of the prominent trends that the market is witnessing include introduction of industry-specific solutions, high demand for augmented reality-based head up displays and recent technological developments in virtual and augmented reality.
Scope of the Report
Based on device type the market is categorized into virtual reality devices and augmented reality devices. Furthermore, virtual reality devices are divided into projector & display wall, gesture control device and head-mounted display (HMD). Augmented Reality Devices are further categorized into handheld device, head-mounted displays and head-up display (HUD).
Virtual and Augmented Reality market is segregated by component into augmented reality & virtual reality software components and augmented reality & virtual reality hardware components. In addition, augmented reality and virtual reality software component is segregated into cloud-based services and software development kits. Augmented Reality and Virtual Reality Hardware Component is divided into semiconductor component, displays, sensors and 3d camera.
Virtual and Augmented Reality market is bifurcated by technology into virtual reality technology and augmented reality technology. Moreover, virtual reality technology is divided into semi-immersive & fully-immersive technologies and non-immersive technology. Augmented Reality Technology is segmented into markerless augmented reality and marker-based augmented reality.
By application the market is segmented into virtual reality applications and augmented reality applications. Furthermore, virtual reality applications is divided into aerospace and defense, industrial, medical, commercial and consumer. Augmented Reality Applications is segmented into medical, commercial, aerospace and defense, consumer and other augmented reality applications.
Key Topics Covered:
1 Market Outline
2 Executive Summary
3 Market Overview 3.1 Current Trends 3.1.1 Introduction of Industry-Specific Solutions 3.1.2 High Demand for Augmented Reality-Based Head Up Displays 3.1.3 Recent Technological Developments in Virtual and Augmented Reality 3.1.4 Growth Opportunities/Investment Opportunities 3.2 Drivers 3.3 Constraints 3.4 Industry Attractiveness
4 Virtual and Augmented Reality Market, By Device Type 4.1 Virtual Reality Devices 126.96.36.199 Projector & Display Wall 188.8.131.52 Gesture Control Device 184.108.40.206.1.1 Data Gloves 220.127.116.11.1.2 Other Gesture Control Device 18.104.22.168 Head-Mounted Display (HMD) 4.2 Augmented Reality Devices 22.214.171.124 Handheld Device 126.96.36.199 Head-Mounted Displays 188.8.131.52 Head-Up Display (HUD)
5 Virtual and Augmented Reality Market, By Component 5.1 Augmented Reality and Virtual Reality Software Component 184.108.40.206 Cloud-Based Services 220.127.116.11 Software Development Kits 5.2 Augmented Reality and Virtual Reality Hardware Component 18.104.22.168 Semiconductor Component 22.214.171.124.1.1 Integrated Circuits 126.96.36.199.1.2 Controller/Processor 188.8.131.52 Displays 184.108.40.206 Sensors 220.127.116.11.1.1 Proximity Sensor 18.104.22.168.1.2 Magnetometer 22.214.171.124.1.3 Gyroscope 126.96.36.199.1.4 Global Positioning Systems 188.8.131.52.1.5 Accelerometer 184.108.40.206 3D Camera
7 Virtual and Augmented Reality Market, By Application 7.1 Virtual Reality Applications 220.127.116.11 Aerospace and Defense 18.104.22.168 Industrial 22.214.171.124 Medical 126.96.36.199 Commercial 188.8.131.52.1.1 Advertisement 184.108.40.206.1.2 Fashion 220.127.116.11 Consumer 18.104.22.168.1.1 Gaming 7.2 Augmented Reality Applications 22.214.171.124 Medical 126.96.36.199.1.1 Fitness Management 188.8.131.52.1.2 Medical Training 184.108.40.206.1.3 Pharmacy Management 220.127.116.11.1.4 Surgery 18.104.22.168 Commercial 22.214.171.124.1.1 E-Commerce & Marketing Applications 126.96.36.199.188.8.131.52 Real Estate 184.108.40.206.220.127.116.11 Jewel Toning 18.104.22.168.22.214.171.124 Grocery Shopping 126.96.36.199.188.8.131.52 Furniture and Lighting Design 184.108.40.206.220.127.116.11 Footwear 18.104.22.168.22.214.171.124 Beauty (Cosmetics) 126.96.36.199.188.8.131.52 Apparel Fitting 184.108.40.206.1.2 E-Learning 220.127.116.11.1.3 Tourism 18.104.22.168 Aerospace and Defense 22.214.171.124 Consumer 126.96.36.199.1.1 Sports and Entertainment 188.8.131.52.184.108.40.206 Art Gallery and Exhibitions 220.127.116.11.18.104.22.168 Museums 22.214.171.124.126.96.36.199 Theme Parks 188.8.131.52.1.2 Gaming 184.108.40.206 Other Augmented Reality Applications 220.127.116.11.1.1 Geospatial Mining 18.104.22.168.1.2 Enterprise Solutions 22.214.171.124.1.3 Automotive 126.96.36.199.1.4 Architecture and Building Design 188.8.131.52.1.4.1 Architecture and Building Design Market Forecast to 2025 (US$ MN)
8 Virtual and Augmented Reality Market, By Geography
9 Key Player Activities 9.1 Mergers & Acquisitions 9.2 Partnerships, Joint Venture's, Collaborations and Agreements 9.3 Product Launch & Expansions 9.4 Other Activities
10 Leading Companies 10.1 DAQRI 10.2 Vuzix Corporation 10.3 Starbreeze 10.4 Sony 10.5 Samsung Electronics 10.6 Razer 10.7 Oculus VR, LLC 10.8 Microsoft Corporation 10.9 Meta Company 10.10 HTC 10.11 Google Inc. 10.12 FOVE 10.13 BAE Systems 10.14 Atheer 10.15 Qualcomm Inc.