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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