Augmented Reality and Virtual Reality Market: North America Anticipated to Remain the Dominant Regional Market Throughout the Forecast Period: Global Industry Analysis and Opportunity Assessment, 2017 - 2025

  • No. of Pages: 239
  • Published: 2017-05-18
  • Report Code: REP-GB-3913

An Incisive, In-depth Analysis on the Augmented Reality And Virtual Reality Market

This study offers a comprehensive, 360 degree analysis on the Augmented Reality And Virtual Reality market, bringing to fore insights that can help stakeholders identify the opportunities as well as challenges. It tracks the global Augmented Reality And Virtual Reality market across key regions, and offers in-depth commentary and accurate quantitative insights. The study also includes incisive competitive landscape analysis, and provides key recommendations to market players on winning imperatives and successful strategies.

Virtual Reality creates a digital environment that replaces the user’s real-world environment. Virtual Reality is primarily used in gaming and entertainment applications. Augmented Reality overlays digitally-created content into a user’s real-world environment. For instance, Augmented Reality can be used to project sales and inventory data onto products on store shelves. In recent times, Augmented Reality and Virtual Reality 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. Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual Reality. Growing demand for Augmented Reality and Virtual Reality gear among smartphone users, advent of entry-level Virtual Reality headsets in the market and marketing push by smartphone manufacturers have boosted the Augmented Reality and Virtual Reality market across the globe.

This report on Augmented Reality and Virtual Reality Market provides in-depth analysis of the Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual Reality 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.

Augmented Reality and Virtual Reality Market: Forecast

The global Augmented Reality and Virtual Reality market was valued at US$ 5,176 Mn in 2016 and is expected to expand at a CAGR of 42.2% during the forecast period (2017–2025). Demand for Augmented Reality and Virtual Reality solutions is expected to be driven by increasing adoption of Augmented Reality and Virtual Reality 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 Virtual Reality segment registered highest market share and was valued at US$ 3,498 Mn in 2016 globally. Further, adoption rate of Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual reality in 2016 and was valued at US$ 4,156 Mn 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 augmented Reality and virtual Reality. In 2016, the consumer segment has accounted the highest market share represents valuation of US$ 3,099 Mn 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 Mn 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 Augmented Reality and Virtual Reality in gaming in countries such as the U.S. and Canada. The countries such as GCC, 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. MEA 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, Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual Reality market in gaming in countries, such as the U.S. and Canada. Countries, such as GCC, China and Japan, in Asia Pacific region Augmented Reality and Virtual Reality showing great potential and will drive the market growth during the forecast period. MEA and Asia pacific region is expected to register healthy CAGR during the forecast period in the Augmented Reality and Virtual Reality 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 GCC, China and Japan, for consumer application such as gaming.

Augmented Reality and Virtual Reality Market: Competition Analysis

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 Augmented Reality and Virtual Reality 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 Augmented Reality and Virtual Reality content.

In October 2017, WITHIN, which is Augmented Reality and Virtual Reality 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.

Report Synopsis

Future Market Insights provides analysis and forecast for the augmented reality and virtual reality market between 2017 and 2025 in its latest report. The market value is expected to expand at a CAGR of 42.2% during forecast period. The study demonstrates the market dynamics and trends being witnessed across five regions: North America, Latin America, Europe, Asia Pacific and Middle East and Africa, and which are influencing the current nature and will influence the future status of the augmented reality and virtual reality market over the forecast period.

Report Description

This Augmented Reality and Virtual Reality market report provides detailed insights on the various factors driving popularity of these technologies. The market study provides comprehensive assessment of stakeholders’ strategies and imperatives for succeeding in the business. The report segregates the market based on technology, component, end-user, device and application using augmented reality and virtual reality platform across different regions globally.

The Augmented Reality and Virtual Reality market is anticipated to witness significant revenue growth during the forecast period, owing to growing adoption of Augmented Reality and Virtual Reality technology in gaming and high investments from technology companies.

The report provides an overview of the global augmented reality and virtual reality market in terms of value. In addition, a section of the report also includes analysis of key trends, drivers and restraints, which are influencing the augmented reality and virtual reality market. Impact analysis of key growth drivers and restraints (based on the weighted average model) has been included in this report to facilitate clients with crystal clear decision-making insights.

The global augmented reality and virtual reality market is classified on the basis of technology, component, end-user, device and application. On the basis of technology, the global augmented reality and virtual reality market is segmented into augmented reality and virtual reality. On the basis of component, the market is segmented into hardware, software and services. On the basis of end-user, the global market is segmented into consumer and commercial. On the basis of device, the augmented reality and virtual reality market is segmented into head mounted display, handheld devices, head-u display, smart glasses and others.

On the basis of application type, the Augmented Reality and Virtual Reality market is segmented into gaming, media & entertainment, retail, real estate, education, healthcare, engineering and others.

A detailed analysis has been provided for every segment in terms of market size analysis for augmented reality and virtual reality across different regions. The section provides a detailed analysis covering key trends, absolute dollar opportunity and BPS Analysis.

The next section highlights detailed analysis of augmented reality and virtual reality market across various countries in the region. This section provides market outlook for 2017–2025 and sets the forecast within the context of the augmented reality and virtual reality while analysing latest technological developments as well as service offerings in the Augmented Reality and Virtual Reality market. This study discusses key trends within countries contributing to growth of the market as well as analyses the degree to which drivers are influencing Augmented Reality and Virtual Reality market in each region. Key regions and countries assessed in this report include North America (U.S., Canada), Latin America (Argentina, Brazil, Mexico, Rest of Latin America), Europe (Germany, UK, France, Italy, Spain, Nordic, Benelux, Russia, Poland and Rest of Europe), Eastern Europe (Russia, Poland, Rest of Eastern Europe, Asia Pacific (China, India, ASEAN, and Australia and New Zealand Japan), Middle East and Africa (North Africa, South Africa, GCC, Rest of Middle East and Africa).

This report evaluates the present scenario and the growth prospects of the Augmented Reality and Virtual Reality market across various regions globally for the period 2017 –2025. We have considered 2016 as the base year and provided data for the trailing 12 months.

To calculate the global Augmented Reality and Virtual Reality market size, we have considered country wise adoption rate of augmented reality and virtual reality across different verticals. Further, we have also analysed the revenue contribution from augmented reality and virtual reality players.  The forecast presented here assesses the total revenue by value across the market. In order to offer an accurate forecast, we started by sizing the current market, which forms the basis of how the Augmented Reality and Virtual Reality market will develop in the future. Given the characteristics of the market, we triangulated the outcome of different types of analyses, based on adoption trends.

In addition, it is imperative to note that in an ever-fluctuating global economy, we not only conduct forecast in terms of CAGR, but also analyse on the basis of key parameters, such as year-on-year (Y-o-Y) growth, to understand the predictability of the market and identify the right opportunities across the market.

As previously highlighted, the global augmented reality and virtual reality market is split into a number of segments. All segments in terms of technology, component, end-user, device and application based on different regions have been analysed in terms of basis point to understand individual segment’s relative contribution to market growth. This detailed level of information is important for identification of the various key trends in the global augmented reality and virtual reality market.

Also, another key feature of this report is the analysis of all key segments in terms of absolute dollar opportunity. This is traditionally overlooked while forecasting the market. However, absolute dollar opportunity is critical in assessing the level of opportunity that a provider can look to achieve as well as to identify potential resources from a sales and delivery perspective in the global Augmented Reality and Virtual Reality market.

In the final section of the report, we have included a competitive landscape to provide clients with a dashboard view, based on categories of provider in the value chain, presence in augmented reality and virtual reality portfolio and key differentiators. This section is primarily designed to provide clients with an objective and detailed comparative assessment of key providers specific to a market segment in the augmented reality and virtual reality value chain and the potential players of the same. Report audiences of Augmented Reality and Virtual Reality Market can gain segment-specific vendor insights to identify and evaluate key competitors based on in-depth assessment of capabilities and success in the marketplace. Detailed profiles of providers have also been included in the scope of the report to evaluate their long-term and short-term strategies, key offerings and recent developments in the augmented reality and virtual reality market space. Key competitors in the Augmented Reality and Virtual Reality market covered 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).

  • Key Segments Covered in the Augmented Reality and Virtual Reality Market are :
  • By Technology Type
    • Augmented Reality
    • Virtual Reality
  • By End-user Type
    • Commercial
    • Consumer
  • By application

    • Gaming

    • Media & Entertainment

    • Real Estate

    • Education

    • Retail

    • Healthcare

    • Engineering

    • Others

  • By Device

    • Head Mounted Display

    • Handheld Devices

    • Head-up display

    • Smartglasses

    • Others

  • By Component

    • Hardware

      • Display

      • Processor

      • Sensors

      • User interface ICs

      • Power Management ICs

      • Others

    • Software

    • Services

Key Regions covered:

  • North America Augmented Reality and Virtual Reality Market
    • U.S.
    • Canada
  • Latin America Augmented Reality and Virtual Reality Market
    • Mexico
    • Brazil
    • Rest of Latin America
  • APAC Augmented Reality and Virtual Reality Market
    • China
    • India
    • ASEAN
    • Australia & New Zealand
    • Rest of APAC
  • Europe Augmented Reality and Virtual Reality Market
    • Germany
    • France
    • U.K.
    • Spain
    • Italy
    • Nordic
    • Benelux
    • Russia
    • Poland
    • Rest of Europe
  • Middle East & Africa Augmented Reality and Virtual Reality Market
    • North Africa
    • South Africa
    • GCC
    • Rest of Africa

Key Companies

Key companies profiles covered in the Augmented Reality and Virtual Reality are:

  • Vuzix Corporation

  • Oculus VR, LLC

  • Google Inc.

  • Samsung Electronics Co. Ltd

  • EON Reality Inc.

  • Osterhout Design Group, Inc. (ODG)

  • Com Limited

  • Microsoft Corporation

  • Magic Leap, Inc.

  • DAQRI LLC

Augmented Reality And Virtual Reality Market Reports - Table of Contents

Augmented Reality And Virtual Reality Market Reports - List of Tables

  1. Global AR and VR Market Value (US$ Mn) Forecast, By Technology, 2016–2025

  2. Global AR and VR Market Value (US$ Mn) Forecast, By Component, 2016–2025

  3. Global AR and VR Market Value (US$ Mn) Forecast, By End-user, 2016–2025

  4. Global AR and VR Market Value (US$ Mn) Forecast, By Device, 2016–2025

  5. Global AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  6. Global AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  7. Global AR and VR Market Value (US$ Mn) Forecast, By Region, 2016–2025

  8. North America AR and VR Market Value (US$ Mn) Forecast, By Country, 2016–2025

  9. North America AR and VR Market Value (US$ Mn) Forecast, By Technology, 2016–2025

  10. North America AR and VR Market Value (US$ Mn) Forecast, By Component, 2016–2025

  11. North America AR and VR Market Value (US$ Mn) Forecast, By End-user, 2016–2025

  12. North America AR and VR Market Value (US$ Mn) Forecast, By Device, 2016–2025

  13. North America AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  14. North America AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  15. Latin America AR and VR Market Value (US$ Mn) Forecast, By Country, 2016–2025

  16. Latin America AR and VR Market Value (US$ Mn) Forecast, By Technology, 2016–2025

  17. Latin America AR and VR Market Value (US$ Mn) Forecast, By Component, 2016–2025

  18. Latin America AR and VR Market Value (US$ Mn) Forecast, By End-user, 2016–2025

  19. Latin America AR and VR Market Value (US$ Mn) Forecast, By Device, 2016–2025

  20. Latin America AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  21. Latin America AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  22. Europe AR and VR Market Value (US$ Mn) Forecast, By Country, 2016–2025

  23. Europe AR and VR Market Value (US$ Mn) Forecast, By Country, 2016–2025

  24. Europe AR and VR Market Value (US$ Mn) Forecast, By Technology, 2016–2025

  25. Europe AR and VR Market Value (US$ Mn) Forecast, By Component, 2016–2025

  26. Europe AR and VR Market Value (US$ Mn) Forecast, By End-user, 2016–2025

  27. Europe AR and VR Market Value (US$ Mn) Forecast, By Device, 2016–2025

  28. Europe AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  29. Europe AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  30. APAC AR and VR Market Value (US$ Mn) Forecast, By Country, 2016–2025

  31. APAC AR and VR Market Value (US$ Mn) Forecast, By Technology, 2016–2025

  32. APAC AR and VR Market Value (US$ Mn) Forecast, By Component, 2016–2025

  33. APAC AR and VR Market Value (US$ Mn) Forecast, By End-user, 2016–2025

  34. APAC AR and VR Market Value (US$ Mn) Forecast, By Device, 2016–2025

  35. APAC AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  36. APAC AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  37. MEA AR and VR Market Value (US$ Mn) Forecast, By Country, 2016–2025

  38. MEA AR and VR Market Value (US$ Mn) Forecast, By Technology, 2016–2025

  39. MEA AR and VR Market Value (US$ Mn) Forecast, By Component, 2016–2025

  40. MEA AR and VR Market Value (US$ Mn) Forecast, By End-user, 2016–2025

  41. MEA AR and VR Market Value (US$ Mn) Forecast, By Device, 2016–2025

  42. MEA AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

  43. MEA AR and VR Market Value (US$ Mn) Forecast, By Application, 2016–2025

Augmented Reality And Virtual Reality Market Reports - List of Figures

  1. Global AR and VR Market Value (US$), 2017–2025

  2. Global AR and VR Market Value (US$ Mn) Forecast, 2017–2025

  3. Global AR and VR Market Absolute $ Opportunity, 2017–2025

  4. Global AR and VR Market Value Share (%) & BPS Analysis, By Technology, 2017 & 2025

  5. Global AR and VR Market Value Y-o-Y Growth Comparison, By Technology, 2017–2025

  6. Global AR and VR Market Value (US$ Mn) Forecast, By Augmented Reality, 2017–2025

  7. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Augmented Reality, 2017–2025

  8. Global AR and VR Market Value (US$ Mn) Forecast, By Virtual Reality, 2017–2025

  9. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Virtual Reality, 2017–2025

  10. Global AR and VR Market Attractiveness Index, By Technology, 2017–2025

  11. Global AR and VR Market Value Share (%) & BPS Analysis, By Component, 2017 & 2025

  12. Global AR and VR Market Value Y-o-Y Growth Comparison, By Component, 2017–2025

  13. Global AR and VR Market Value (US$ Mn) Forecast, By Hardware, 2017–2025

  14. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Hardware, 2017–2025

  15. Global AR and VR Market Value (US$ Mn) Forecast, By Software, 2017–2025

  16. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Software, 2017–2025

  17. Global AR and VR Market Value (US$ Mn) Forecast, By Services, 2017–2025

  18. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Services, 2017–2025

  19. Global AR and VR Market Attractiveness Index, By Component, 2017–2025

  20. Global AR and VR Market Value Share (%) & BPS Analysis, By End-user, 2017 & 2025

  21. Global AR and VR Market Value Y-o-Y Growth Comparison, By End-user, 2017–2025

  22. Global AR and VR Market Value (US$ Mn) Forecast, By Consumer, 2017–2025

  23. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Consumer, 2017–2025

  24. Global AR and VR Market Value (US$ Mn) Forecast, By Commercial/Enterprise, 2017–2025

  25. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Commercial/Enterprise, 2017–2025

  26. Global AR and VR Market Attractiveness Index, By End-user, 2017–2025

  27. Global AR and VR Market Value Share (%) & BPS Analysis, By Device, 2017 & 2025

  28. Global AR and VR Market Value Y-o-Y Growth Comparison, By Device, 2017–2025

  29. Global AR and VR Market Value (US$ Mn) Forecast, By Head Mounted Display, 2017–2025

  30. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Head Mounted Display, 2017–2025

  31. Global AR and VR Market Value (US$ Mn) Forecast, By Handheld Device, 2017–2025

  32. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Handheld Device, 2017–2025

  33. Global AR and VR Market Value (US$ Mn) Forecast, By Head-up Display, 2017–2025

  34. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Head-up Display, 2017–2025

  35. Global AR and VR Market Value (US$ Mn) Forecast, By Smart Glasses, 2017–2025

  36. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Smart Glasses, 2017–2025

  37. Global AR and VR Market Value (US$ Mn) Forecast, By Others, 2017–2025

  38. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Others, 2017–2025

  39. Global AR and VR Market Attractiveness Index, By Device, 2017–2025

  40. Global AR and VR Market Value Share (%) & BPS Analysis, By Application, 2017 & 2025

  41. Global AR and VR Market Value Y-o-Y Growth Comparison, By Application, 2017–2025

  42. Global AR and VR Market Value (US$ Mn) Forecast, By Gaming, 2017–2025

  43. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Gaming, 2017–2025

  44. Global AR and VR Market Value (US$ Mn) Forecast, By Media and Entertainment, 2017–2025

  45. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Media and Entertainment, 2017–2025

  46. Global AR and VR Market Value (US$ Mn) Forecast, By Real Estate, 2017–2025

  47. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Real Estate, 2017–2025

  48. Global AR and VR Market Value (US$ Mn) Forecast, By Retail, 2017–2025

  49. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Retail, 2017–2025

  50. Global AR and VR Market Value (US$ Mn) Forecast, By Education, 2017–2025

  51. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Education, 2017–2025

  52. Global AR and VR Market Value (US$ Mn) Forecast, By Healthcare, 2017–2025

  53. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Healthcare, 2017–2025

  54. Global AR and VR Market Value (US$ Mn) Forecast, By Engineering, 2017–2025

  55. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Engineering, 2017–2025

  56. Global AR and VR Market Value (US$ Mn) Forecast, By Others, 2017–2025

  57. Global AR and VR Market Absolute $ Opportunity (US$ Mn), By Others, 2017–2025

  58. Global AR and VR Market Attractiveness Index, By Application, 2017–2025

  59. Global AR and VR Market Value Share (%) & BPS Analysis, By Region, 2017 & 2025

  60. Global AR and VR Market Value Y-o-Y Growth Comparison, By Region, 2017–2025

  61. Global AR and VR Market Attractiveness Index, By Region, 2017–2025

  62. North America AR and VR Market Value Share (%) & BPS Analysis, By Country, 2017 & 2025

  63. North America AR and VR Market Value Y-o-Y Growth Comparison, By Country, 2017–2025

  64. North America AR and VR Market Value (US$ Mn) Forecast, 2017–2025

  65. North America AR and VR Market Absolute $ Opportunity (US$ Mn), 2017–2025

  66. North America AR and VR Market Attractiveness Analysis, By Country, 2017–2025

  67. North America AR and VR Market Attractiveness Analysis, By Technology, 2017–2025

  68. North America AR and VR Market Attractiveness Analysis, By Component, 2017–2025

  69. North America AR and VR Market Attractiveness Analysis, By End-user, 2017–2025

  70. North America AR and VR Market Attractiveness Analysis, By Device, 2017–2025

  71. North America AR and VR Market Attractiveness Analysis, By Application, 2017–2025

  72. Latin America AR and VR Market Value Share (%) & BPS Analysis, By Country, 2017 & 2025

  73. Latin America AR and VR Market Value Y-o-Y Growth Comparison, By Country, 2017–2025

  74. Latin America AR and VR Market Value (US$ Mn) Forecast, 2017–2025

  75. Latin America AR and VR Market Absolute $ Opportunity (US$ Mn), 2017–2025

  76. Latin America AR and VR Market Attractiveness Analysis, By Country, 2017–2025

  77. Latin America AR and VR Market Attractiveness Analysis, By Technology, 2017–2025

  78. Latin America AR and VR Market Attractiveness Analysis, By Component, 2017–2025

  79. Latin America AR and VR Market Attractiveness Analysis, By End-user, 2017–2025

  80. Latin America AR and VR Market Attractiveness Analysis, By Device, 2017–2025

  81. Latin America AR and VR Market Attractiveness Analysis, By Application, 2017–2025

  82. Europe AR and VR Market Value Share (%) & BPS Analysis, By Country, 2017 & 2025

  83. Europe AR and VR Market Value Y-o-Y Growth Comparison, By Country, 2017–2025

  84. Europe AR and VR Market Value (US$ Mn) Forecast, 2017–2025

  85. Europe AR and VR Market Absolute $ Opportunity (US$ Mn), 2017–2025

  86. Europe AR and VR Market Attractiveness Analysis, By Country, 2017–2025

  87. Europe AR and VR Market Attractiveness Analysis, By Technology, 2017–2025

  88. Europe AR and VR Market Attractiveness Analysis, By Component, 2017–2025

  89. Europe AR and VR Market Attractiveness Analysis, By End-user, 2017–2025

  90. Europe AR and VR Market Attractiveness Analysis, By Device, 2017–2025

  91. Europe AR and VR Market Attractiveness Analysis, By Application, 2017–2025

  92. APAC AR and VR Market Value Share (%) & BPS Analysis, By Country, 2017 & 2025

  93. APAC AR and VR Market Value Y-o-Y Growth Comparison, By Country, 2017–2025

  94. APAC AR and VR Market Value (US$ Mn) Forecast, 2017–2025

  95. APAC AR and VR Market Absolute $ Opportunity (US$ Mn), 2017–2025

  96. APAC AR and VR Market Attractiveness Analysis, By Country, 2017–2025

  97. APAC AR and VR Market Attractiveness Analysis, By Technology, 2017–2025

  98. APAC AR and VR Market Attractiveness Analysis, By Component, 2017–2025

  99. APAC AR and VR Market Attractiveness Analysis, By End-user, 2017–2025

  100. APAC AR and VR Market Attractiveness Analysis, By Device, 2017–2025

  101. APAC AR and VR Market Attractiveness Analysis, By Application, 2017–2025

  102. MEA AR and VR Market Value Share (%) & BPS Analysis, By Country, 2017 & 2025

  103. MEA AR and VR Market Value Y-o-Y Growth Comparison, By Country, 2017–2025

  104. MEA AR and VR Market Value (US$ Mn) Forecast, 2017–2025

  105. MEA AR and VR Market Absolute $ Opportunity (US$ Mn), 2017–2025

  106. MEA AR and VR Market Attractiveness Analysis, By Country, 2017–2025

  107. MEA AR and VR Market Attractiveness Analysis, By Technology, 2017–2025

  108. MEA AR and VR Market Attractiveness Analysis, By Component, 2017–2025

  109. MEA AR and VR Market Attractiveness Analysis, By End-user, 2017–2025

  110. MEA AR and VR Market Attractiveness Analysis, By Device, 2017–2025

  111. MEA AR and VR Market Attractiveness Analysis, By Application, 2017–2025

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