Virtual Reality (VR) creates a digital environment that replaces the user’s real-world environment. VR is primarily used in gaming and entertainment applications. Augmented Reality (AR) overlays digitally-created content into a user’s real-world environment. For instance, AR can be used to project sales and inventory data onto products on store shelves.
In recent times, AR and VR market coming together to impact businesses and enterprises. Most of the businesses, nowadays, have transformed into digital Augmented Reality and Virtual reality, customers find it convenient to use digitized products. Reciprocating to this rise in digitalization and more customers getting engaged in online activities, retailers are looking for ways to leverage their digital presence.
A personalized experience allows customers to feel that they are important. Also, when customers spend more time in-store, they allow store owners to collect more data about them (customers). Store owners can, thus, provide a more personalized experience to their customers during subsequent visits to increase the loyalty of these customers. AR and VR helping owners develop marketing strategies in domains ranging from real estate and automotive to consumer goods and retail.
Implicit learning and development is one of the domains where Augmented Reality and Virtual Reality enabled products and services which are gaining traction among the user segments. Other industries that will experience traction in the AR and VR space are aerospace, oil and gas and heavy machinery, where on-the-job training is conventionally difficult or dangerous but can be transformed to an easier version through augmented reality and virtual reality solutions.
The advent of 4G and high speed data communications have become key drivers for the adoption of AR and VR. Growing demand for Augmented Reality and Virtual Reality gear among smartphone users, advent of entry-level VR headsets in the market and marketing push by smartphone manufacturers have boosted the AR and VR market across the globe.
This report on Augmented Reality and Virtual Reality Market provides in-depth analysis of the AR and VR gaming market. The Augmented Reality and Virtual Reality gaming market currently is working on offering gamers with an immersive gaming experience by embedding digital information, such as audio, video, and data, into the real-world environment in real time. The report talks about segmentation of the AR and VR based on types, devices, technology, technology adopters and regions.
With the information offered, key stakeholders will get to know about the major trends, drivers, investments, vertical players’ initiatives and companies’ interest in the Augmented Reality and Virtual Reality technology. Further, the report provides details about the major challenges impacting market growth. The report also covers the profiles of the major companies of the Augmented Reality and Virtual Reality.
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The global Augmented Reality and Virtual Reality market was valued at US$ 5,176 Million in 2016 and is expected to expand at a CAGR of 42.2% during the forecast period (2017 to 2025). Demand for AR and VR solutions is expected to be driven by increasing adoption of AR and VR technology in gaming, which is an important factor driving the growth of the Augmented Reality and Virtual Reality market.
The technology has been segmented into Augmented Reality and Virtual Reality. The VR segment registered highest market share and was valued at US$ 3,498 Million in 2016 globally. Further, adoption rate of AR and VR in gaming is increasing rapidly and this increasing adoption rate is responsible for the growth of the segment in the overall market. However, the Virtual Reality segment is expected to register a stable CAGR of 40.5% during the forecast period in the AR and VR market.
The devices is segmented in the Augmented Reality and Virtual Reality: head mounted display, handheld devices, head-up display, smart-glass and others. The head mounted display segment accounted a CAGR of 44% during the forecast period. Head mounted display segment also accounted for highest market share AR and VR in 2016 and was valued at US$ 4,156 Million in 2016 in the overall devices segment of the augmented reality and virtual reality market.
The end-user is segmented: consumer and commercial. Commercial segment accounted a CAGR of 46% during the forecast period of the AR and VR. In 2016, the consumer segment has accounted the highest market share represents valuation of US$ 3,099 Million within the end user segment of the augmented reality and virtual reality market.
The application is segmented into gaming, media & entertainment, real estate, retail, education, engineering, healthcare and others Augmented Reality and Virtual Reality. Gaming segment accounted a CAGR of 45% during the forecast period. Gaming segment holds the largest market share in 2016 and was valued at US$ 1,997 Million in 2016 of the augmented reality and virtual reality market.
The report, Augmented Reality and Virtual Reality covers trends driving each segment and offers analysis and insights regarding the potential of Augmented Reality and Virtual Reality market in regions including North America, Latin America, Europe, Asia Pacific, and Middle East and Africa. Among these regions, North America accounted for the largest market share in 2016 owing to the increasing adoption of AR and VR in gaming in countries such as the United States and Canada.
The countries such as Gulf Cooperation Council Countries, China and Japan in Asia Pacific region are having a greater potential to drive the Augmented Reality and Virtual Reality market growth in the forecast period. Middle East & Africa and Asia pacific region is expected to register a healthy CAGR during the forecast period of the augmented reality and virtual reality market.
The report, AR and VR covers trends driving each segment and offers analysis and insights registered the potential of largest market share in regions including North America, Latin America, Europe, Asia Pacific, and Middle East and Africa. Among these regions, North America accounted for the largest share in the market in 2016 owing to increasing adoption of AR and VR market in gaming in countries, such as the United States and Canada.
Countries, such as Gulf Cooperation Council Countries, China and Japan, in Asia Pacific region AR and VR showing great potential and will drive the market growth during the forecast period. Middle East & Africa and Asia pacific region is expected to register healthy CAGR during the forecast period in the AR and VR market.
Among the regions, North America was the largest market for augmented reality and virtual reality market accounted for over 26.1% of the market share in 2016. Also, demand for augmented reality and virtual reality solutions is increasing in the markets in Gulf Cooperation Council Countries, China and Japan, for consumer application such as gaming.
Some of the top companies identified across the augmented reality and virtual reality value chain are: Vuzix Corporation, Samsung Electronics Co. Ltd, Microsoft Corporation, Google Inc., EON. Reality Inc., Oculus VR, LLC, Magic Leap, Inc., DAQRI LLC, Blippar.Com Limited and Osterhout Design Group, Inc. (ODG) in the Augmented Reality and Virtual Reality market.
These companies are continually evolving their portfolios with newer technological developments and upgrades. For instance, Intel Corporation recently entered into a partnership with Sony Pictures in order create to create fully immersive experiences of Virtual Reality game Spider-Man: Homecoming in the Augmented Reality and Virtual Reality.
In December 2017, SEGA Entertainment, which is one of the leading interactive company and StarVR, a Augmented Reality and Virtual Reality solutions provider entered into a collaboration to bring StarVR arcade experiences to existing SEGA Game Center locations throughout Japan.
Companies in the immersive Augmented Reality and Virtual Reality technology market are diverse ranging from technology players such as Nokia and Sony to start-ups such as Immersive AR and VR One. Manufacturers are constantly innovating and enhancing the technology and focus on integrating it with consumer devices such as smartphones and tablets and other devices in the Augmented Reality and Virtual Reality.
In September 2016, Sony Pictures entered into partnership with Reality One, which is an immersive media content studio in order to produce and finance a slate of AR and VR content.
In October 2017, WITHIN, which is AR and VR entertainment and technology Company entered into collaboration with Universal Music Group, which is a music-based entertainment announced with an objective to create multiple immersive experiences that will be distributed on WITHIN’s app of the Augmented Reality and Virtual reality.
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The augmented reality and virtual reality market is likely to secure a CAGR of 40% through 2032.
The augmented reality and virtual reality market size is estimated to cross US$ 601.07 Bn by 2032.
The augmented reality and virtual reality market is likely to record a value of US$ 20.78 Bn in 2022.
Asia Pacific is likely to lead the augmented reality and virtual reality market.
1. Global Market - Executive Summary 2. Research Methodology 3. Assumptions and Acronyms Used 4. Global Market Overview 4.1. Introduction 4.1.1. Market Definition 4.1.2. Market Taxonomy 4.2. Market Dynamics 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.3. Value Chain Analysis 4.4. Global Market Forecast, 2017-2025 4.4.1. Market Size (Value) Forecast 4.4.1.1. Y-o-Y Growth 4.4.1.2. Absolute $ Opportunity 4.4.2. Global Snapshot (2017) 4.4.2.1. Market Overview by Technology 4.4.2.2. Market Overview by Component 4.4.2.3. Market Overview by End-user 4.4.2.4. Market Overview by Device 4.4.2.5. Market Overview by Application 4.4.2.6. Market Overview by Region 5. Global Market Analysis, By Technology 5.1. Introduction 5.1.1. Y-o-Y Growth Comparison, By Technology 5.1.2. Basis Point Share (BPS) Analysis, By Technology 5.2. Market Size and Forecast By Technology 5.2.1. Augmented Reality 5.2.1.1. Absolute $ Opportunity 5.2.1.2. Market Value Forecast, By Technology 5.2.2. Virtual Reality 5.2.2.1. Absolute $ Opportunity 5.2.2.2. Market Value Forecast, By Technology 5.2.3. Market Attractiveness Analysis, By Technology 6. Global Market Analysis, By Component 6.1. Introduction 6.1.1. Y-o-Y Growth Comparison, By Component 6.1.2. Basis Point Share (BPS) Analysis, By Component 6.2. Market Size and Forecast By Component 6.2.1. Hardware 6.2.1.1. Absolute $ Opportunity 6.2.1.2. Market Value Forecast, By Component 6.2.2. Software 6.2.2.1. Absolute $ Opportunity 6.2.2.2. Market Value Forecast, By Component 6.2.3. Services 6.2.3.1. Absolute $ Opportunity 6.2.3.2. Market Value Forecast, By Component 6.2.4. Market Attractiveness Analysis, By Component 7. Global Market Analysis, By End-user 7.1. Introduction 7.1.1. Y-o-Y Growth Comparison, By End-user 7.1.2. Basis Point Share (BPS) Analysis, By End-user 7.2. Market Size and Forecast By End-user 7.2.1. Consumer 7.2.1.1. Absolute $ Opportunity 7.2.1.2. Market Value Forecast, By End-user 7.2.2. Commercial/Enterprise 7.2.2.1. Absolute $ Opportunity 7.2.2.2. Market Value Forecast, By End-user 7.2.3. Market Attractiveness Analysis, By Device 8. Global Market Analysis, By Device 8.1. Introduction 8.1.1. Y-o-Y Growth Comparison, By Device 8.1.2. Basis Point Share (BPS) Analysis, By Device 8.2. Market Size and Forecast By Device 8.2.1. Head Mounted Display 8.2.1.1. Absolute $ Opportunity 8.2.1.2. Market Value Forecast, By Device 8.2.2. Handheld Device 8.2.2.1. Absolute $ Opportunity 8.2.2.2. Market Value Forecast, By Device 8.2.3. Head-up Display 8.2.3.1. Absolute $ Opportunity 8.2.3.2. Market Value Forecast, By Device 8.2.4. Smart Glasses 8.2.4.1. Absolute $ Opportunity 8.2.4.2. Market Value Forecast, By Device 8.2.5. Others 8.2.5.1. Absolute $ Opportunity 8.2.5.2. Market Value Forecast, By Device 8.2.6. Market Attractiveness Analysis, By Device 9. Global Market Analysis, By Application 9.1. Introduction 9.1.1. Y-o-Y Growth Comparison, By Application 9.1.2. Basis Point Share (BPS) Analysis, By Application 9.2. Market Size and Forecast By Application 9.2.1. Gaming 9.2.1.1. Absolute $ Opportunity 9.2.1.2. Market Value Forecast, By Application 9.2.2. Media and Entertainment 9.2.2.1. Absolute $ Opportunity 9.2.2.2. Market Value Forecast, By Application 9.2.3. Real Estate 9.2.3.1. Absolute $ Opportunity 9.2.3.2. Market Value Forecast, By Application 9.2.4. Retail 9.2.4.1. Absolute $ Opportunity 9.2.4.2. Market Value Forecast, By Application 9.2.5. Education 9.2.5.1. Absolute $ Opportunity 9.2.5.2. Market Value Forecast, By Application 9.2.6. Healthcare 9.2.6.1. Absolute $ Opportunity 9.2.6.2. Market Value Forecast, By Application 9.2.7. Engineering 9.2.7.1. Absolute $ Opportunity 9.2.7.2. Market Value Forecast, By Application 9.2.8. Others 9.2.8.1. Absolute $ Opportunity 9.2.8.2. Market Value Forecast, By Application 9.2.9. Market Attractiveness Analysis, By Application 10. Global Market Analysis and Forecast, By Region 10.1. Introduction 10.1.1. Basis Point Share (BPS) Analysis By Region 10.1.2. Y-o-Y Growth Projections By Region 10.2. Market Size and Forecast By Region 10.2.1. North America 10.2.2. Europe 10.2.3. APAC 10.2.4. Latin America 10.2.5. Middle East & Africa 10.3. Market Attractiveness Analysis By Region 11. North America Market Analysis and Forecast 11.1. Introduction 11.1.1. Basis Point Share (BPS) Analysis By Country 11.1.2. Y-o-Y Growth Projections By Country 11.2. Market Size and Forecast By Country 11.2.1. S. Absolute $ Opportunity 11.2.2. Canada Absolute $ Opportunity 11.3. Market Size and Forecast By Technology 11.3.1. Augmented Reality 11.3.2. Virtual Reality 11.4. Market Size and Forecast By Component 11.4.1. Hardware 11.4.1.1. Display 11.4.1.2. Processor 11.4.1.3. Sensor 11.4.1.4. User Interface ICs 11.4.1.5. Power Management ICs 11.4.1.6. Others 11.4.2. Software 11.4.3. Services 11.5. Market Size and Forecast By End-user 11.5.1. Consumer 11.5.2. Commercial/Enterprise 11.6. Market Size and Forecast By Device 11.6.1. Head Mounted Display 11.6.2. Handheld Device 11.6.3. Head-up Display 11.6.4. Smart Glasses 11.6.5. Others 11.7. Market Size and Forecast By Application 11.7.1. Gaming 11.7.2. Media and Entertainment 11.7.3. Real Estate 11.7.4. Retail 11.7.5. Education 11.7.6. Healthcare 11.7.7. Engineering 11.7.8. Others 11.8. Market Attractiveness Analysis 11.8.1. By Country 11.8.2. By Technology 11.8.3. By Component 11.8.4. By End-user 11.8.5. By Device 11.8.6. By Application 11.9. Prominent Trends 12. Latin America Market Analysis and Forecast 12.1. Introduction 12.1.1. Basis Point Share (BPS) Analysis By Country 12.1.2. Y-o-Y Growth Projections By Country 12.2. Market Size and Forecast By Country 12.2.1. Brazil 12.2.2. Mexico 12.2.3. Rest of Latin America 12.3. Market Size and Forecast By Technology 12.3.1. Augmented Reality 12.3.2. Virtual Reality 12.4. Market Size and Forecast By Component 12.4.1. Hardware 12.4.1.1. Display 12.4.1.2. Processor 12.4.1.3. Sensor 12.4.1.4. User Interface ICs 12.4.1.5. Power Management ICs 12.4.1.6. Others 12.4.2. Software 12.4.3. Services 12.5. Market Size and Forecast By End-user 12.5.1. Consumer 12.5.2. Commercial/Enterprise 12.6. Market Size and Forecast By Device 12.6.1. Head Mounted Display 12.6.2. Handheld Device 12.6.3. Head-up Display 12.6.4. Smart Glasses 12.6.5. Others 12.7. Market Size and Forecast By Application 12.7.1. Gaming 12.7.2. Media and Entertainment 12.7.3. Real Estate 12.7.4. Retail 12.7.5. Education 12.7.6. Healthcare 12.7.7. Engineering 12.7.8. Others 12.8. Market Attractiveness Analysis 12.8.1. By Country 12.8.2. By Technology 12.8.3. By Component 12.8.4. By End-user 12.8.5. By Device 12.8.6. By Application 12.9. Prominent Trends 13. Europe Market Analysis and Forecast 13.1. Introduction 13.1.1. Basis Point Share (BPS) Analysis By Country 13.1.2. Y-o-Y Growth Projections By Country 13.2. Market Size and Forecast By Country 13.2.1. Germany 13.2.2. France 13.2.3. Italy 13.2.4. Spain 13.2.5. K. 13.2.6. Nordic 13.2.7. Russia 13.2.8. Poland 13.2.9. BENELUX 13.2.10. Rest of Europe 13.3. Market Size and Forecast By Technology 13.3.1. Augmented Reality 13.3.2. Virtual Reality 13.4. Market Size and Forecast By Component 13.4.1. Hardware 13.4.1.1. Display 13.4.1.2. Processor 13.4.1.3. Sensor 13.4.1.4. User Interface ICs 13.4.1.5. Power Management ICs 13.4.1.6. Others 13.4.2. Software 13.4.3. Services 13.5. Market Size and Forecast By End-user 13.5.1. Consumer 13.5.2. Commercial/Enterprise 13.6. Market Size and Forecast By Device 13.6.1. Head Mounted Display 13.6.2. Handheld Device 13.6.3. Head-up Display 13.6.4. Smart Glasses 13.6.5. Others 13.7. Market Size and Forecast By Application 13.7.1. Gaming 13.7.2. Media and Entertainment 13.7.3. Real Estate 13.7.4. Retail 13.7.5. Education 13.7.6. Healthcare 13.7.7. Engineering 13.7.8. Others 13.8. Market Attractiveness Analysis 13.8.1. By Country 13.8.2. By Technology 13.8.3. By Component 13.8.4. By End-user 13.8.5. By Device 13.8.6. By Application 13.9. Prominent Trends 14. APAC Market Analysis and Forecast 14.1. Introduction 14.1.1. Basis Point Share (BPS) Analysis By Country 14.1.2. Y-o-Y Growth Projections By Country 14.2. Market Size and Forecast By Country 14.2.1. China 14.2.2. India 14.2.3. Japan 14.2.4. ASEAN 14.2.5. Australia and New Zealand 14.2.6. Rest of APAC 14.3. Market Size and Forecast By Technology 14.3.1. Augmented Reality 14.3.2. Virtual Reality 14.4. Market Size and Forecast By Component 14.4.1. Hardware 14.4.1.1. Display 14.4.1.2. Processor 14.4.1.3. Sensor 14.4.1.4. User Interface ICs 14.4.1.5. Power Management ICs 14.4.1.6. Others 14.4.2. Software 14.4.3. Services 14.5. Market Size and Forecast By End-user 14.5.1. Consumer 14.5.2. Commercial/Enterprise 14.6. Market Size and Forecast By Device 14.6.1. Head Mounted Display 14.6.2. Handheld Device 14.6.3. Head-up Display 14.6.4. Smart Glasses 14.6.5. Others 14.7. Market Size and Forecast By Application 14.7.1. Gaming 14.7.2. Media and Entertainment 14.7.3. Real Estate 14.7.4. Retail 14.7.5. Education 14.7.6. Healthcare 14.7.7. Engineering 14.7.8. Others 14.8. Market Attractiveness Analysis 14.8.1. By Country 14.8.2. By Technology 14.8.3. By Component 14.8.4. By End-user 14.8.5. By Device 14.8.6. By Application 14.9. Prominent Trends 15. Middle East & Africa Market Analysis and Forecast 15.1. Introduction 15.1.1. Basis Point Share (BPS) Analysis By Country 15.1.2. Y-o-Y Growth Projections By Country 15.2. Market Size and Forecast By Country 15.2.1. GCC 15.2.2. North Africa 15.2.3. South Africa 15.2.4. Rest of MEA 15.3. Market Size and Forecast By Technology 15.3.1. Augmented Reality 15.3.2. Virtual Reality 15.4. Market Size and Forecast By Component 15.4.1. Hardware 15.4.1.1. Display 15.4.1.2. Processor 15.4.1.3. Sensor 15.4.1.4. User Interface ICs 15.4.1.5. Power Management ICs 15.4.1.6. Others 15.4.2. Software 15.4.3. Services 15.5. Market Size and Forecast By End-user 15.5.1. Consumer 15.5.2. Commercial/Enterprise 15.6. Market Size and Forecast By Device 15.6.1. Head Mounted Display 15.6.2. Handheld Device 15.6.3. Head-up Display 15.6.4. Smart Glasses 15.6.5. Others 15.7. Market Size and Forecast By Application 15.7.1. Gaming 15.7.2. Media and Entertainment 15.7.3. Real Estate 15.7.4. Retail 15.7.5. Education 15.7.6. Healthcare 15.7.7. Engineering 15.7.8. Others 15.8. Market Attractiveness Analysis 15.8.1. By Country 15.8.2. By Technology 15.8.3. By Component 15.8.4. By End-user 15.8.5. By Device 15.8.6. By Application 15.9. Prominent Trends 16. Competition Landscape 16.1. Competition Dashboard 16.2. Competition Trend 16.3. Latest Acquisitions in AR & VR Market 16.4. Emerging Companies in AR & VR Market 16.5. Market Structure 16.6. Company Profiles (Details-Overview, Financials, Products, Strategy, Recent Developments) 16.6.1. Google Inc. 16.6.2. Samsung Electronics Co. Ltd 16.6.3. Microsoft Corporation 16.6.4. Oculus VR, LLC 16.6.5. Osterhout Design Group, Inc. 16.6.6. Magic Leap, Inc. 16.6.7. Com Limited 16.6.8. DAQRI LLC 16.6.9. EON Reality Inc. 16.6.10. Vuzix Corporation
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