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 USD 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 USD 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 USD 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 USD 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 USD 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 USD 601.07 Billion by 2032.
The augmented reality and virtual reality market is likely to record a value of USD 20.78 Billion 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 5. Global Market Analysis, By Technology 5.1. Augmented Reality 5.2. Virtual Reality 6. Global Market Analysis, By Component 6.1. Hardware 6.2. Software 6.3. Services 7. Global Market Analysis, By End-user 7.1. Consumer 7.2. Commercial/Enterprise 8. Global Market Analysis, By Device 8.1. Head Mounted Display 8.2. Handheld Device 8.3. Head-up Display 8.4. Smart Glasses 8.5. Others 9. Global Market Analysis, By Application 9.1. Gaming 9.2. Media and Entertainment 9.3. Real Estate 9.4. Retail 9.5. Education 9.6. Healthcare 9.7. Engineering 9.8. Others 10. Global Market Analysis and Forecast, By Region 10.1. North America 10.2. Europe 10.3. APAC 10.4. Latin America 10.5. Middle East & Africa 11. North America Market Analysis and Forecast 12. Latin America Market Analysis and Forecast 13. Europe Market Analysis and Forecast 14. APAC Market Analysis and Forecast 15. Middle East & Africa Market Analysis and Forecast 16. Competition Landscape 16.1. Google Inc. 16.2. Samsung Electronics Co. Ltd 16.3. Microsoft Corporation 16.4. Oculus VR, LLC 16.5. Osterhout Design Group, Inc. 16.6. Magic Leap, Inc. 16.7. Com Limited 16.8. DAQRI LLC 16.9. EON Reality Inc. 16.10. Vuzix Corporation
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