Augmented and Virtual Reality Market

Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region - Global Forecast to 2029

Report Code: SE 2288 Aug, 2024, by marketsandmarkets.com

[307 Pages Report] The Augmented Reality and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period.

Rapid growth of AR and VR applications in the gaming and entertainment industry are the major drivers of the augmented and virtual reality market. This is attributed to AR delivering uncommon combination that refashions how people relate with the digital content and VR enhancing the performance, compactness, and comfort such as Apple Vision Pro, Meta Quest 3. Furthermore, the growing implementation of government initiatives and investments towards AR and VR technologies provides growth opportunities in the augmented and virtual reality market. For instance, In September 2023, a UK-based holographic company Envisics, that manufactures in-car technology that projects navigation and safety alerts on the windscreen rose to USD 100 million in its Series C round is expected to help AR head-up displays reach commercialization over the forecast period.

Impact of AI/Gen AI on augmented and virtual reality market

The major use cases of AI/Gen AI in the augmented and virtual reality market includes content creation, object recognition and tracking, user interaction, intelligent virtual assistants and spatial mapping. AI-enhanced content creation empowers the fast and easy generation of quality assets, environments, and interactions that provide more immersive and dynamic AR and VR experiences. AI-driven object recognition and tracking boost interactivity and realism several-fold by ensuring that virtual elements fit well into the real world—key to gaming, training, and industrial applications. Besides, AI enhances user interaction with intuitive and responsive interaction through natural language processing, gesture recognition, and adaptive interfaces that give better user engagement. Other benefits are AI-powered virtual assistants that can provide personalized aid and learn; however, their full potential is again limited because of technological and integrational challenges. Finally, spatial mapping enhanced by AI is required in the development of most immersive AR and VR experiences, since it accurately perceives and reconstructs physical environments; in this regard, spatial awareness drives applications like navigation, gaming, and training.

Augmented and Virtual Reality Market

Attractive Opportunities in Augmented Reality Market

Augmented and Virtual Reality Market

Augmented and Virtual Reality Market

Augmented and Virtual Reality Market Forecast to 2029

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Market Dynamics

Driver: Rapid growth of AR and VR applications in the gaming and entertainment industry

Demand for AR has been ever-increasing within the gaming and entertainment market simply because of its ability to alter a user's experience in extraordinary ways. AR puts together the uncommon combination of immersion and interactivity that refashions how people relate with digital content. On the gaming front, AR is creating worlds that merge the real and the virtual, urging players to explore their surroundings and collaborate with others in becoming part of the game. It physicalizes gameplay and encourages an active physical lifestyle and fosters the solving of problems.

VR technology has been gaining momentum lately in the gaming industry. By several key factors such as hardware improvements. In the hardware for VR gaming today, people have witnessed improved performance, compactness, and comfort in products like Apple Vision Pro and the ensuing Meta Quest 3. Improvements in display technology, increased resolution, better visuals, and spatial stability add up to enhance the overall immersive experience for gamers. Hence, their rapid growth in AR and VR applications in the gaming and entertainment industry drives market growth for augmented and virtual reality technologies.

Restraint: Presence of privacy infringement and technological constraints

The rapid evolution of AR technology has launched a wave of creative applications and experiences. These result in enhanced interactions between the digital and physical worlds in exciting ways, which give rise to critical concerns about potential security and privacy issues. AR technology often lays digital information over the top real world, mingling new routes of data collection and sharing. As digital elements become gradually aware of, and augment physical environments, there is an increased likelihood  of collecting personal data such as location information, images, as well as behavioral patterns. This information is applied in creating elaborate profiles for each person, hence raising concerns about its gathering, retention, and exploitation, thereby limiting the expansion of the AR technology market being bounded.

Viewers generally experience a 90-degree viewing angle when using VR devices which is significantly narrower as compared to the natural FOV of a human being, which is approximately 190 degrees horizontal and 120 degrees, oriented perpendicular to one another. Such misalignment reduced the level of immersion that VR experiences can bring about, as users are left with a feeling of limited peripheral vision compared to the actual perception existing in the real world. Hence, technological constraints are limitation factors to the growth of VR.

Opportunity: Growing implementation of government initiatives and investments

Governments across the world are inducing the development of the AR market with their support in terms of AR funding, R&D support, startup grants, and partnership with academic institutes. For instance, In September 2023, a UK-based holographic company Envisics, that manufactures in-car technology that projects navigation, safety alerts onto the windscreen rose USD 100 million in its Series C round is projected to commercialize AR head-up displays during the forecast period. Furthermore, in August 2023, companies like Snapchat launched the reward lens creator program with AR creators and developers in order to monetize their top-performing lenses. If an AR lens creator's invention achieves high engagement in countries such as the United States, India, or Mexico, they could potentially earn up to USD 7,200 per month. Such developments fuels the awareness of AR market which thereby drives the market growth of AR in the future.

The current period witnesses huge investment in the VR market for the reason that the endowment in this technology which is potentially leading in introducing transformation in several industries. The investment infusion indicates the increasing acceptance of the capability of VR to redesign digital interacting, learning, communicating, and experiential landscapes. Evidently, the numerous applications under VR attract investors to from billing games, entertainment, to healthcare, education and finance.

Challenge:  Lack of flexibility and technical issues in various AR VR products

The lack of flexibility within the different AR platforms rises deep concern over the development of such AR technology. Compatibility issues arise as the key problem because most AR platforms often have their proprietary hardware and software; hence, they make it hard to create content for an all-in-one system with interchangeable parts. In addition, development of cross-platform AR applications is complicated and time-consuming; again, it often necessitates that several versions are made or that specialized tools be used, which will multiply development costs and delay time-to-market, which will in turn hinder the growth of the AR technology market.

Key technical limitations with the VR market are related to display resolution and haptic feedback and optimal user engagement. Attaining a very high level of visual fidelity that is comparable to the complexity of human vision is very important, and the role played by visual resolution is critical. While improvements are made, and fine details are still difficult to reproduce accurately, giving rise relatively frequently to artifacts such as "screen door effect" where a visible pixel grid detracts from immersion and blurs the distinction along the line, between the digital and the physical. Therefore, the presence of technical problems dampens the market appeal of the VR technology

Augmented and Virtual Reality Market Ecosystem

The prominent players in the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple, Inc. (US), ByteDance (China), and DPVR (China). These companies perform organic and inorganic growth strategies to expand themselves globally by providing advanced augmented and virtual reality products.

Augmented and Virtual Reality Market by Ecosystem

AR head-mounted displays (HMDs) and VR gesture tracking devices are expected to witness the highest CAGR in the augmented and virtual reality market during the forecast period

AR head-mounted displays (HMDs) are expected to witness the highest CAGR in the augmented reality market during the forecast period. This is attributed to the accelerating adoption of AR HMDs in consumer, and aerospace and defense applications. In consumer applications AR HMDs are highly used in gaming, sports, and entertainment sector. They help rogue pilots in the air force and navy personnel to clearly view and aim at enemy operations more accurately. The other segment involved in this category is the AR smart eyewear segment. It is gaining the interest of enterprises and healthcare, retail, automotive and consumer segments. Major industry players, which include Osterhout Design Group (UK), Epson, Google, Magic Leap, Vuzix, and Solos (UK) are committed to the hype of augmented reality smart whereas in the case of the virtual reality hardware consumer ones, the crucial hardware device in the virtual reality domain is the VR gesture tracking device. The VR gesture tracking device will render the user immersed. So naturally, the demand for the gesture tracking devices will soar in the virtual reality industry.

Enterprise and consumer applications is expected to have the largest market size in augmented and virtual reality market, respectively, during the forecast period

The enterprise application segment was predicted to lead the market for AR during the forecasting period in terms of market size. Factors driving growth in these segments include an increasing need to improve training methodologies by a reduction in human errors and by optimizing efficiency. Further, the addition of AR has revolutionized training methodologies by giving trainers increased visibility and hence conforms to the industry 4.0 trend. Additionally, there is high demand in the entertainment sector for developing VR applications to enhance user experiences in sports broadcasting and gather information through social networking sites. Therefore, the demand for VR technology in consumer applications is expected to have the largest market size during the forecast period.

Asia Pacific region is expected to witness the highest CAGR in the augmented and virtual reality market during forecast period

Asia Pacific is expected to witness the highest CAGR in the augmented and virtual reality market during the forecast period, primarily due to the factors such as widespread use of smartphones, increased adoption of smart electronic devices, rising demand for AR technology in healthcare applications, presence of numerous key players in the region such as Sony Group Corporation, ByteDance, DPVR among others, and availability of cost-effective VR products from local manufacturers, especially in China. Therefore, Asia Pacific is expected to witness the highest CAGR during the forecast period.

Augmented and Virtual Reality Market by Region

Augmented and Virtual Reality Market by Region

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Key Market Players

The major players in the augmented and virtual reality companies include Meta. (US), Sony Group Corporation (Japan), Apple, Inc. (US), ByteDance (China), and DPVR (China). These companies have used both organic and inorganic growth strategies such as product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions to strengthen their position in the market.

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Scope of the Report

Report Metric

Details

Market size available for years

2020–2029

Base year considered

2023

Forecast period

2024–2029

Forecast units

Value (USD Million/Billion), Volume (Million Units)

Segments covered

By Technology, Offering, Device Type, Application, and Region

Geographies covered

North America, Europe, Asia Pacific, and Rest of the World (RoW)

Companies covered

The major players in the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), DPVR (China), Intel Corporation (US), Magic Leap, Inc. (US), Ultraleap (US), Vuzix (US), Xiaomi (China), HTC Corporation (Taiwan), Google (US), SAMSUNG (South Korea), Microsoft (US), EON Reality (US), Maxst Co., Ltd. (South Korea), Blippar Group Limited (UK), Atheer, Inc. (US), Nintendo (Japan), Ultraleap (US), Penumbra Inc. (US), Psico Smart S.L. (Spain), Panasonic Corporation (Japan), Scope AR (US), Continental AG (Germany), Virtually Live (Switzerland), Intel Corporation (US), Craftars (Romania), BidOn Games Studio (Ukraine), Appentus Technologies (India), 3D Cloud (US), and WayRay AG (US)

Augmented and Virtual Reality Market Highlights

The study segments the augmented and virtual reality market based on technology, offering, device type, application, and region at the regional and global level.

Segment

Subsegment

By Technology

  • Augmented Reality Technology
  • Virtual Reality Technology

By Offering

    • Hardware
      • Sensors
      • Semiconductor Components
      • Displays & Projectors
      • Position Tracker
      • Cameras
      • Others
    • Software

By Device Type

  • Augmented Reality Devices
    • Head-mounted Displays
    • Head-up Displays
  • Virtual Reality Devices
    • Head-mounted Displays
    • Gesture Tracking Devices
    • Projectors & Displays Walls

By Application

  • Augmented Reality Application
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Aerospace & Defense
    • Energy
    • Automotive
    • Other Augmented Reality Applications
  • Virtual Reality Application
    • Consumer
    • Commercial
    • Enterprise
    • Healthcare
    • Aerospace & Defense
    • Other Virtual Reality Applications

By Region

    • North America
      • US
      • Canada
      • Mexico
    • Europe
      • UK
      • Germany
      • France
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • South Korea
      • Rest of Asia Pacific
    • Rest of the World (RoW)
      • Middle East & Africa
        • GCC Countries
        • Rest of Middle East & Africa
      • South America

Recent Developments

  • In June, 2024, Apple Inc. launched vision OS 2 which provided new spatial computing experiences to Vision Pro. Through this the user can turn their photos into spatial photos, gestures for navigating visionOS and many more ways to take advantage of spatial computing.
  • In June 2024, Google formed a collaboration with the artist Grand Palais Immersif’s recent exhibition “Loading: Urban Art in the Digital Age Exhibition” which is an immersive exhibition that portrays the history of urban art and sheds light on the impact of digital technologies.
  • In May 2024, Alo Moves and Meta formed a partnership that will features 3D classes for a new level of immersion. Under this partnership, Alo Moves will utilize Meta Quest 3 in the same rooms as the instructors for classes spanning yoga, Pilates and meditation.
  • In April 2024, Meta. And EssilorLuxottica formed a partnership to produce second-generation smart glasses which expands the Ray-Ban Meta smart glasses collection. It includes additional features such as updates to Meta AI that will make the glasses more useful.
  • In January 2024, Sony Group Corporation developed an immersive spatial content creation system which includes XR HMD which delivers high quality 4K OLED microdisplays, video see through functions and a pair of controllers that are used for intuitive interaction with 3D objects and precise pointing.

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TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 29)
    1.1 STUDY OBJECTIVES 
    1.2 MARKET DEFINITION 
    1.3 STUDY SCOPE 
           1.3.1 MARKETS COVERED
           1.3.2 REGIONAL SCOPE
           1.3.3 INCLUSIONS AND EXCLUSIONS
           1.3.4 YEARS CONSIDERED
    1.4 CURRENCY CONSIDERED 
    1.5 UNITS CONSIDERED 
    1.6 LIMITATIONS 
    1.7 STAKEHOLDERS 
    1.8 SUMMARY OF CHANGES 
 
2 RESEARCH METHODOLOGY (Page No. - 35)
    2.1 RESEARCH APPROACH 
           2.1.1 SECONDARY DATA
                    2.1.1.1 List of key secondary sources
                    2.1.1.2 Key data from secondary sources
           2.1.2 PRIMARY DATA
                    2.1.2.1 List of primary interview participants
                    2.1.2.2 Breakdown of primaries
                    2.1.2.3 Key data from primary sources
                    2.1.2.4 Key industry insights
           2.1.3 SECONDARY AND PRIMARY RESEARCH
    2.2 MARKET SIZE ESTIMATION METHODOLOGY 
           2.2.1 BOTTOM-UP APPROACH
                    2.2.1.1 Approach to arrive at market size using bottom-up analysis (demand side)
           2.2.2 TOP-DOWN APPROACH
                    2.2.2.1 Approach to arrive at market size using top-down analysis (supply side)
    2.3 FORECAST 
    2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 
    2.5 RESEARCH ASSUMPTIONS 
    2.6 RISK ANALYSIS 
 
3 EXECUTIVE SUMMARY (Page No. - 48)
 
4 PREMIUM INSIGHTS (Page No. - 55)
    4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN AUGMENTED REALITY MARKET 
    4.2 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN VIRTUAL REALITY MARKET 
    4.3 AUGMENTED REALITY MARKET, BY APPLICATION 
    4.4 VIRTUAL REALITY MARKET, BY APPLICATION 
    4.5 AUGMENTED REALITY MARKET, BY OFFERING 
    4.6 VIRTUAL REALITY MARKET, BY OFFERING 
    4.7 AUGMENTED REALITY MARKET, BY DEVICE TYPE 
    4.8 VIRTUAL REALITY MARKET, BY DEVICE TYPE 
    4.9 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 
    4.10 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 
    4.11 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 
 
5 MARKET OVERVIEW (Page No. - 61)
    5.1 INTRODUCTION 
    5.2 MARKET DYNAMICS: AUGMENTED REALITY MARKET 
           5.2.1 DRIVERS
                    5.2.1.1 Rising integration of virtual game elements to foster real-world interactions
                    5.2.1.2 Growing emphasis on providing immersive shopping experiences
                    5.2.1.3 Increasing use of AR technology in industrial sectors
           5.2.2 RESTRAINTS
                    5.2.2.1 High implementation costs of AR technology
                    5.2.2.2 Security and privacy concerns
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Surging deployment of AR devices to improve medical procedures
                    5.2.3.2 Increasing spending on in-car technologies with surging demand for safer vehicles
           5.2.4 CHALLENGES
                    5.2.4.1 Display latency and limited field of view
                    5.2.4.2 Flexibility and compatibility issues
    5.3 MARKET DYNAMICS: VIRTUAL REALITY MARKET 
           5.3.1 DRIVERS
                    5.3.1.1 Rising integration of advanced haptic feedback tools to improve VR experiences
                    5.3.1.2 Growing focus on improving collaboration and communication
                    5.3.1.3 Increasing availability of budget-friendly VR devices
           5.3.2 RESTRAINTS
                    5.3.2.1 Weight distribution and ergonomic design flaws
           5.3.3 OPPORTUNITIES
                    5.3.3.1 Rising popularity of remote medical consultations and telemedicine
                    5.3.3.2 Surging investments in VR hardware components
           5.3.4 CHALLENGES
                    5.3.4.1 High energy consumption
                    5.3.4.2 Display resolution issues
    5.4 VALUE CHAIN ANALYSIS 
    5.5 ECOSYSTEM ANALYSIS 
    5.6 INVESTMENT AND FUNDING SCENARIO 
    5.7 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 
    5.8 TECHNOLOGY ANALYSIS 
           5.8.1 KEY TECHNOLOGIES
                    5.8.1.1 AR smart glasses
                    5.8.1.2 VR-based microdisplays
                    5.8.1.3 Mobile AR
                    5.8.1.4 Near-eye displays
           5.8.2 COMPLEMENTARY TECHNOLOGIES
                    5.8.2.1 AR-powered displays
                    5.8.2.2 AR/VR-based monitors
                    5.8.2.3 Web-based AR
           5.8.3 ADJACENT TECHNOLOGIES
                    5.8.3.1 Metaverse
    5.9 PRICING ANALYSIS 
           5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
           5.9.2 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE
           5.9.3 AVERAGE SELLING PRICE TREND, BY REGION
    5.10 PORTER’S FIVE FORCES ANALYSIS 
           5.10.1 THREAT OF NEW ENTRANTS
           5.10.2 THREAT OF SUBSTITUTES
           5.10.3 BARGAINING POWER OF SUPPLIERS
           5.10.4 BARGAINING POWER OF BUYERS
           5.10.5 INTENSITY OF COMPETITIVE RIVALRY
    5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 
           5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS
           5.11.2 BUYING CRITERIA
    5.12 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET 
    5.13 CASE STUDY ANALYSIS 
           5.13.1 HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS
           5.13.2 VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION
           5.13.3 HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS
           5.13.4 META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES
    5.14 TRADE ANALYSIS 
           5.14.1 IMPORT SCENARIO (HS CODE 9004)
           5.14.2 EXPORT SCENARIO (HS CODE 9004)
    5.15 PATENT ANALYSIS 
    5.16 REGULATORY LANDSCAPE 
           5.16.1 REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
           5.16.2 REGULATIONS
    5.17 KEY CONFERENCES AND EVENTS, 2024–2025 
 
6 ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES (Page No. - 106)
    6.1 INTRODUCTION 
    6.2 SMALL-SIZED ENTERPRISES 
    6.3 MEDIUM-SIZED ENTERPRISES 
    6.4 LARGE ENTERPRISES 
 
7 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY (Page No. - 109)
    7.1 INTRODUCTION 
    7.2 AUGMENTED REALITY 
           7.2.1 MARKER-BASED
                    7.2.1.1 Increasing need for cost-effective and reliable technology to drive market
                    7.2.1.2 Passive marker
                    7.2.1.3 Active marker
           7.2.2 MARKERLESS
                    7.2.2.1 Mounting demand for smartphones and tablets to fuel segmental growth
                    7.2.2.2 Model-based tracking
                    7.2.2.3 Image processing-based tracking
           7.2.3 ANCHOR-BASED
                    7.2.3.1 Growing need to effectively overlay virtual images for real-world detection to augment segmental growth
    7.3 VIRTUAL REALITY 
           7.3.1 NON-IMMERSIVE
                    7.3.1.1 Cost-effectiveness and ease of implementation to expedite segmental growth
           7.3.2 SEMI & FULLY IMMERSIVE
                    7.3.2.1 Adoption in high-end gaming and medical simulations to fuel segmental growth
 
8 AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING (Page No. - 118)
    8.1 INTRODUCTION 
    8.2 HARDWARE 
           8.2.1 SENSORS
                    8.2.1.1 Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth
           8.2.2 SEMICONDUCTOR COMPONENTS
                    8.2.2.1 Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth
           8.2.3 DISPLAYS & PROJECTORS
                    8.2.3.1 Rapid advancement in optical technology to contribute to segmental growth
           8.2.4 POSITION/ROOM TRACKERS
                    8.2.4.1 Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth
           8.2.5 CAMERAS
                    8.2.5.1 Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth
           8.2.6 OTHER HARDWARE COMPONENTS
    8.3 SOFTWARE 
           8.3.1 INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH
           8.3.2 BY FUNCTION
                    8.3.2.1 Remote collaboration
                    8.3.2.2 Workflow optimization
                    8.3.2.3 Documentation
                    8.3.2.4 Visualization
                    8.3.2.5 3D modeling
                    8.3.2.6 Navigation
 
9 AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE (Page No. - 133)
    9.1 INTRODUCTION 
    9.2 AUGMENTED REALITY DEVICES 
           9.2.1 HEAD-MOUNTED DISPLAYS
                    9.2.1.1 Use in navigation and gaming to provide interactive experiences to foster segmental growth
                    9.2.1.2 Smart glasses
                    9.2.1.3 Smart helmets
           9.2.2 HEAD-UP DISPLAYS
                    9.2.2.1 Integration into automobiles to provide safety alerts to contribute to segmental growth
    9.3 VIRTUAL REALITY DEVICES 
           9.3.1 HEAD-MOUNTED DISPLAYS
                    9.3.1.1 Demand for immersive entertainment and gaming experiences to boost segmental growth
           9.3.2 GESTURE-TRACKING DEVICES
                    9.3.2.1 Utilization in rehabilitation and physical therapy to accelerate segmental growth
                               9.3.2.1.1 Data gloves
                               9.3.2.1.2 Other gesture-tracking devices
           9.3.3 PROJECTORS & DISPLAY WALLS
                    9.3.3.1 Adoption to create large-scale visualizations to fuel segmental growth
 
10 AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION (Page No. - 141)
     10.1 INTRODUCTION 
     10.2 AUGMENTED REALITY APPLICATIONS 
             10.2.1 CONSUMER
                        10.2.1.1 Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth
                        10.2.1.2 Gaming
                        10.2.1.3 Sports & entertainment
                                     10.2.1.3.1 Archaeological sites
                                     10.2.1.3.2 Theme parks
                                     10.2.1.3.3 Art galleries & exhibitions
             10.2.2 COMMERCIAL
                        10.2.2.1 Rise in internet access and online sales to contribute to segmental growth
                        10.2.2.2 Retail & e-commerce
                                     10.2.2.2.1 Jewelry
                                     10.2.2.2.2 Beauty & cosmetics
                                     10.2.2.2.3 Apparel fitting
                                     10.2.2.2.4 Grocery shopping
                                     10.2.2.2.5 Footwear
                                     10.2.2.2.6 Furniture & lighting design
                        10.2.2.3 Travel & tourism
                        10.2.2.4 E-learning
             10.2.3 ENTERPRISE
                        10.2.3.1 Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth
             10.2.4 HEALTHCARE
                        10.2.4.1 Increased demand for advanced imaging equipment to boost segmental growth
                        10.2.4.2 Surgery
                        10.2.4.3 Fitness management
                        10.2.4.4 Patient care management
                        10.2.4.5 Pharmacy management
                        10.2.4.6 Medical training & education
                        10.2.4.7 Other healthcare applications
             10.2.5 AEROSPACE & DEFENSE
                        10.2.5.1 Need for quick identification of aircraft defects and damage to augment segmental growth
             10.2.6 ENERGY
                        10.2.6.1 Strong focus on ensuring compliance with safety regulations to foster segmental growth
             10.2.7 AUTOMOTIVE
                        10.2.7.1 Adoption of advanced driver-assistance systems to enhance road safety to drive market
             10.2.8 OTHER AR APPLICATIONS
                        10.2.8.1 Agriculture
                        10.2.8.2 Construction
                        10.2.8.3 Transportation & logistics
                        10.2.8.4 Public safety
                        10.2.8.5 Telecom/IT data centers
     10.3 VIRTUAL REALITY APPLICATIONS 
             10.3.1 CONSUMER
                        10.3.1.1 Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth
                        10.3.1.2 Gaming & entertainment
                        10.3.1.3 Sports
             10.3.2 COMMERCIAL
                        10.3.2.1 Rising emphasis on effective marketing and advertising to contribute to segmental growth
                                     10.3.2.1.1 Retail & e-commerce
                                     10.3.2.1.2 Education & training
                                     10.3.2.1.3 Travel & tourism
                                     10.3.2.1.4 Advertising
             10.3.3 ENTERPRISE
                        10.3.3.1 Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth
             10.3.4 HEALTHCARE
                        10.3.4.1 Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth
                                     10.3.4.1.1 Surgery
                                     10.3.4.1.2 Patient care management
                                     10.3.4.1.3 Fitness management
                                     10.3.4.1.4 Pharmacy management
                                     10.3.4.1.5 Medical training & education
             10.3.5 AEROSPACE & DEFENSE
                        10.3.5.1 Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth
             10.3.6 OTHER VR APPLICATIONS
                        10.3.6.1 Automotive
                        10.3.6.2 Real estate
                        10.3.6.3 Geospatial mining
 
11 AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION (Page No. - 180)
     11.1 INTRODUCTION 
     11.2 NORTH AMERICA 
             11.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
             11.2.2 US
                        11.2.2.1 Rising deployment of innovative technologies for marketing and promotional campaigns to drive market
             11.2.3 CANADA
                        11.2.3.1 Burgeoning tourism and hospitality sectors to contribute to market growth
             11.2.4 MEXICO
                        11.2.4.1 Increasing development of VR-powered training centers to combat crime to fuel market growth
     11.3 EUROPE 
             11.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
             11.3.2 GERMANY
                        11.3.2.1 Increasing development of virtual car dealerships to boost market growth
             11.3.3 FRANCE
                        11.3.3.1 Escalating adoption of digital displays to accelerate market growth
             11.3.4 UK
                        11.3.4.1 Rapid digital transformation to contribute to market growth
             11.3.5 REST OF EUROPE
     11.4 ASIA PACIFIC 
             11.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
             11.4.2 CHINA
                        11.4.2.1 Growing population and smartphone adoption to foster market growth
             11.4.3 INDIA
                        11.4.3.1 Rise in online robotics education to augment market growth
             11.4.4 JAPAN
                        11.4.4.1 Increasing deployment of advanced technologies in healthcare sector to drive market
             11.4.5 SOUTH KOREA
                        11.4.5.1 Rising emphasis on streamlining grocery shopping experience to boost market growth
             11.4.6 REST OF ASIA PACIFIC
     11.5 ROW 
             11.5.1 MACROECONOMIC OUTLOOK FOR ROW
             11.5.2 MIDDLE EAST & AFRICA
                        11.5.2.1 Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth
                        11.5.2.2 GCC countries
                        11.5.2.3 Africa & Rest of Middle East
             11.5.3 SOUTH AMERICA
                        11.5.3.1 Expansion of consumer sector to expedite market growth
 
12 COMPETITIVE LANDSCAPE (Page No. - 213)
     12.1 INTRODUCTION 
     12.2 KEY STRATEGIES/RIGHT TO WIN, 2019–2024 
     12.3 MARKET SHARE ANALYSIS, 2023 
     12.4 COMPANY VALUATION AND FINANCIAL METRICS 
     12.5 BRAND/PRODUCT COMPARISON 
     12.6 REVENUE ANALYSIS, 2020–2023 
     12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023 
             12.7.1 STARS
             12.7.2 EMERGING LEADERS
             12.7.3 PERVASIVE PLAYERS
             12.7.4 PARTICIPANTS
             12.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
                        12.7.5.1 Company footprint
                        12.7.5.2 Technology footprint
                        12.7.5.3 Offering footprint
                        12.7.5.4 Device type footprint
                        12.7.5.5 Application footprint
                        12.7.5.6 Region footprint
     12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023 
             12.8.1 PROGRESSIVE COMPANIES
             12.8.2 RESPONSIVE COMPANIES
             12.8.3 DYNAMIC COMPANIES
             12.8.4 STARTING BLOCKS
             12.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
                        12.8.5.1 Detailed list of key startups/SMEs
                        12.8.5.2 Competitive benchmarking of key startups/SMEs
     12.9 COMPETITIVE SCENARIO 
             12.9.1 PRODUCT LAUNCHES
             12.9.2 DEALS
             12.9.3 EXPANSIONS
             12.9.4 OTHERS
 
13 COMPANY PROFILES (Page No. - 239)
     13.1 KEY PLAYERS 
             13.1.1 META
                        13.1.1.1 Business overview
                        13.1.1.2 Products/Solutions/Services offered
                        13.1.1.3 Recent developments
                                     13.1.1.3.1 Product launches
                                     13.1.1.3.2 Deals
                        13.1.1.4 MnM view
                                     13.1.1.4.1 Key strengths/Right to win
                                     13.1.1.4.2 Strategic choices
                                     13.1.1.4.3 Weaknesses/Competitive threats
             13.1.2 SONY CORPORATION
                        13.1.2.1 Business overview
                        13.1.2.2 Products/Solutions/Services offered
                        13.1.2.3 Recent developments
                                     13.1.2.3.1 Product launches
                                     13.1.2.3.2 Deals
                                     13.1.2.3.3 Expansions
                        13.1.2.4 MnM view
                                     13.1.2.4.1 Key strengths/Right to win
                                     13.1.2.4.2 Strategic choices
                                     13.1.2.4.3 Weaknesses/Competitive threats
             13.1.3 APPLE INC.
                        13.1.3.1 Business overview
                        13.1.3.2 Products/Solutions/Services offered
                        13.1.3.3 Recent developments
                                     13.1.3.3.1 Product launches
                        13.1.3.4 MnM view
                                     13.1.3.4.1 Key strengths/Right to win
                                     13.1.3.4.2 Strategic choices
                                     13.1.3.4.3 Weaknesses/Competitive threats
             13.1.4 BYTEDANCE
                        13.1.4.1 Business overview
                        13.1.4.2 Products/Solutions/Services offered
                        13.1.4.3 Recent developments
                                     13.1.4.3.1 Product launches
                                     13.1.4.3.2 Deals
                        13.1.4.4 MnM view
                                     13.1.4.4.1 Key strengths/Right to win
                                     13.1.4.4.2 Strategic choices
                                     13.1.4.4.3 Weaknesses/Competitive threats
             13.1.5 DPVR
                        13.1.5.1 Business overview
                        13.1.5.2 Products/Solutions/Services offered
                        13.1.5.3 Recent developments
                                     13.1.5.3.1 Product launches
                                     13.1.5.3.2 Deals
                        13.1.5.4 MnM view
                                     13.1.5.4.1 Key strengths/Right to win
                                     13.1.5.4.2 Strategic choices
                                     13.1.5.4.3 Weaknesses/Competitive threats
             13.1.6 HTC CORPORATION
                        13.1.6.1 Business overview
                        13.1.6.2 Products/Solutions/Services offered
                        13.1.6.3 Recent developments
                                     13.1.6.3.1 Product launches
                                     13.1.6.3.2 Deals
                        13.1.6.4 MnM view
                                     13.1.6.4.1 Key strengths/Right to win
                                     13.1.6.4.2 Strategic choices
                                     13.1.6.4.3 Weaknesses/Competitive threats
             13.1.7 GOOGLE
                        13.1.7.1 Business overview
                        13.1.7.2 Products/Solutions/Services offered
                        13.1.7.3 Recent developments
                                     13.1.7.3.1 Product launches
                                     13.1.7.3.2 Deals
             13.1.8 MICROSOFT
                        13.1.8.1 Business overview
                        13.1.8.2 Products/Solutions/Services offered
                        13.1.8.3 Recent developments
                                     13.1.8.3.1 Product launches
                                     13.1.8.3.2 Deals
                                     13.1.8.3.3 Others
             13.1.9 SAMSUNG
                        13.1.9.1 Business overview
                        13.1.9.2 Products/Solutions/Services offered
                        13.1.9.3 Recent developments
                                     13.1.9.3.1 Product launches
                                     13.1.9.3.2 Deals
             13.1.10 PTC
                        13.1.10.1 Business overview
                        13.1.10.2 Products/Solutions/Services offered
                        13.1.10.3 Recent developments
                                     13.1.10.3.1 Deals
             13.1.11 SEIKO EPSON CORPORATION
                        13.1.11.1 Business overview
                        13.1.11.2 Products/Solutions/Services offered
                        13.1.11.3 Recent developments
                                     13.1.11.3.1 Product launches
             13.1.12 LENOVO
                        13.1.12.1 Business overview
                        13.1.12.2 Products/Solutions/Services offered
                        13.1.12.3 Recent developments
                                     13.1.12.3.1 Product launches
                                     13.1.12.3.2 Deals
     13.2 OTHER PLAYERS 
             13.2.1 EON REALITY
             13.2.2 MAXST CO., LTD.
             13.2.3 MAGIC LEAP, INC.
             13.2.4 BLIPPAR GROUP LIMITED
             13.2.5 ATHEER, INC.
             13.2.6 VUZIX
             13.2.7 NINTENDO
             13.2.8 ULTRALEAP
             13.2.9 PENUMBRA, INC.
             13.2.10 PSICO SMART APPS S.L.
             13.2.11 XIAOMI
             13.2.12 PANASONIC CORPORATION
             13.2.13 SCOPE AR
             13.2.14 CONTINENTAL AG
             13.2.15 VIRTUALLY LIVE
             13.2.16 INTEL CORPORATION
             13.2.17 CRAFTARS
             13.2.18 BIDON GAMES STUDIO
             13.2.19 APPENTUS TECHNOLOGIES
             13.2.20 3D CLOUD
             13.2.21 WAYRAY AG
 
14 APPENDIX (Page No. - 299)
     14.1 INSIGHTS FROM INDUSTRY EXPERTS 
     14.2 DISCUSSION GUIDE 
     14.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 
     14.4 CUSTOMIZATION OPTIONS 
     14.5 RELATED REPORTS 
     14.6 AUTHOR DETAILS 
 
LIST OF TABLES (226 TABLES)
 
TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET FORECAST
TABLE 2 AUGMENTED AND VIRTUAL REALITY MARKET: RESEARCH ASSUMPTIONS
TABLE 3 AUGMENTED AND VIRTUAL REALITY MARKET: RISK ANALYSIS
TABLE 4 ROLE OF COMPANIES IN AUGMENTED AND VIRTUAL REALITY ECOSYSTEM
TABLE 5 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED BY KEY PLAYERS, 2020–2023 (USD)
TABLE 6 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED BY KEY PLAYERS, 2020–2023 (USD)
TABLE 7 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES, 2020–2023 (USD)
TABLE 8 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES, 2020–2023 (USD)
TABLE 9 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020–2023 (USD)
TABLE 10 PORTER’S FIVE FORCES ANALYSIS
TABLE 11 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS (%)
TABLE 12 AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR TOP TWO APPLICATIONS
TABLE 13 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
TABLE 14 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023 (USD MILLION)
TABLE 15 NUMBER OF PATENTS APPLIED AND GRANTED, 2013–2023
TABLE 16 LIST OF PATENTS, 2022–2023
TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
TABLE 21 LIST OF CONFERENCES AND EVENTS, 2024–2025
TABLE 22 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 23 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
TABLE 24 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AUGMENTED REALITY TECHNOLOGY
TABLE 25 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 26 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
TABLE 27 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION)
TABLE 28 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION)
TABLE 29 AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 30 AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 31 VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 32 VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 33 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 34 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 35 HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 36 HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 37 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2020–2023 (USD MILLION)
TABLE 38 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2024–2029 (USD MILLION)
TABLE 39 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 40 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 41 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 42 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 43 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 44 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 45 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 46 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 47 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
TABLE 48 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
TABLE 49 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION)
TABLE 50 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION)
TABLE 51 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS)
TABLE 52 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS)
TABLE 53 AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 54 AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 55 CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 56 CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 57 CONSUMER: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 58 CONSUMER: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 59 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS
TABLE 60 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 61 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 62 COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 63 COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 64 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATIONS
TABLE 65 ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 66 ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 67 ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 68 ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 69 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATIONS
TABLE 70 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 71 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 72 HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 73 HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 74 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATIONS
TABLE 75 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 76 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 77 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 78 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 79 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATIONS
TABLE 80 ENERGY: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 81 ENERGY: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 82 ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 83 ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 84 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATIONS
TABLE 85 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 86 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 87 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 88 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 89 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS
TABLE 90 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 91 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 92 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 93 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 94 USE CASES OF AUGMENTED REALITY IN OTHER AR APPLICATIONS
TABLE 95 VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 96 VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 97 CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 98 CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 99 CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 100 CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 101 USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS
TABLE 102 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 103 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 104 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 105 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 106 USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS
TABLE 107 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 108 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 109 ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 110 ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 111 USE CASES OF VIRTUAL REALITY IN ENTERPRISE APPLICATIONS
TABLE 112 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 113 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 114 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 115 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 116 USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS
TABLE 117 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 118 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 119 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 120 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 121 USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS
TABLE 122 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION)
TABLE 123 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION)
TABLE 124 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 125 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 126 USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS
TABLE 127 AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 128 AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 129 VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 130 VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 131 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 132 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 133 NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 134 NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 135 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 136 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 137 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 138 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 139 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 140 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 141 EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 142 EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 143 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 144 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 145 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 146 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 147 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 148 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 149 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 150 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 151 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 152 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 153 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 154 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 155 ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 156 ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 157 ROW: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 158 ROW: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 159 MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 160 MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 161 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION)
TABLE 162 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION)
TABLE 163 ROW: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION)
TABLE 164 ROW: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION)
TABLE 165 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION)
TABLE 166 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION)
TABLE 167 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024
TABLE 168 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES, 2023
TABLE 169 AUGMENTED AND VIRTUAL REALITY MARKET: TECHNOLOGY FOOTPRINT
TABLE 170 AUGMENTED AND VIRTUAL REALITY MARKET: OFFERING FOOTPRINT
TABLE 171 AUGMENTED AND VIRTUAL REALITY MARKET: DEVICE TYPE FOOTPRINT
TABLE 172 AUGMENTED AND VIRTUAL REALITY MARKET: APPLICATION FOOTPRINT
TABLE 173 AUGMENTED AND VIRTUAL REALITY MARKET: REGION FOOTPRINT
TABLE 174 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF KEY STARTUP/SMES
TABLE 175 AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
TABLE 176 AUGMENTED AND VIRTUAL REALITY MARKET: PRODUCT LAUNCHES, DECEMBER 2019–JUNE 2024
TABLE 177 AUGMENTED AND VIRTUAL REALITY MARKET: DEALS, DECEMBER 2019–JUNE 2024
TABLE 178 AUGMENTED AND VIRTUAL REALITY MARKET: EXPANSIONS, DECEMBER 2019–JUNE 2024
TABLE 179 AUGMENTED AND VIRTUAL REALITY MARKET: OTHERS, DECEMBER 2019–JUNE 2024
TABLE 180 META: COMPANY OVERVIEW
TABLE 181 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 182 META: PRODUCT LAUNCHES
TABLE 183 META: DEALS
TABLE 184 SONY CORPORATION: COMPANY OVERVIEW
TABLE 185 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 186 SONY CORPORATION: PRODUCT LAUNCHES
TABLE 187 SONY CORPORATION: DEALS
TABLE 188 SONY CORPORATION: EXPANSIONS
TABLE 189 APPLE INC.: COMPANY OVERVIEW
TABLE 190 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 191 APPLE INC.: PRODUCT LAUNCHES
TABLE 192 BYTEDANCE: COMPANY OVERVIEW
TABLE 193 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 194 BYTEDANCE: PRODUCT LAUNCHES
TABLE 195 BYTEDANCE: DEALS
TABLE 196 DPVR: COMPANY OVERVIEW
TABLE 197 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 198 DPVR: PRODUCT LAUNCHES
TABLE 199 DPVR: DEALS
TABLE 200 HTC CORPORATION: COMPANY OVERVIEW
TABLE 201 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 202 HTC CORPORATION: PRODUCT LAUNCHES
TABLE 203 HTC CORPORATION: DEALS
TABLE 204 GOOGLE: COMPANY OVERVIEW
TABLE 205 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 206 GOOGLE: PRODUCT LAUNCHES
TABLE 207 GOOGLE: DEALS
TABLE 208 MICROSOFT: COMPANY OVERVIEW
TABLE 209 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 210 MICROSOFT: PRODUCT LAUNCHES
TABLE 211 MICROSOFT: DEALS
TABLE 212 MICROSOFT: OTHERS
TABLE 213 SAMSUNG: COMPANY OVERVIEW
TABLE 214 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 215 SAMSUNG: PRODUCT LAUNCHES
TABLE 216 SAMSUNG: DEALS
TABLE 217 PTC: COMPANY OVERVIEW
TABLE 218 PTC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 219 PTC: DEALS
TABLE 220 SEIKO EPSON CORPORATION: COMPANY OVERVIEW
TABLE 221 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 222 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
TABLE 223 LENOVO: COMPANY OVERVIEW
TABLE 224 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
TABLE 225 LENOVO: PRODUCT LAUNCHES
TABLE 226 LENOVO: DEALS
 
LIST OF FIGURES (96 FIGURES)
 
FIGURE 1 AUGMENTED REALITY MARKET SEGMENTATION
FIGURE 2 VIRTUAL REALITY MARKET SEGMENTATION
FIGURE 3 AUGMENTED REALITY MARKET: RESEARCH DESIGN
FIGURE 4 VIRTUAL REALITY MARKET: RESEARCH DESIGN
FIGURE 5 AUGMENTED AND VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH
FIGURE 6 AUGMENTED AND VIRTUAL REALITY MARKET: TOP-DOWN APPROACH
FIGURE 7 AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 1)
FIGURE 8 AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 2)
FIGURE 9 AUGMENTED AND VIRTUAL REALITY MARKET: DATA TRIANGULATION
FIGURE 10 AUGMENTED REALITY MARKET SNAPSHOT
FIGURE 11 VIRTUAL REALITY MARKET SNAPSHOT
FIGURE 12 SOFTWARE SEGMENT TO DOMINATE AUGMENTED REALITY MARKET BETWEEN 2024 AND 2029
FIGURE 13 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SHARE OF VIRTUAL REALITY MARKET IN 2024
FIGURE 14 AUGMENTED REALITY SEGMENT TO ACCOUNT FOR LARGER MARKET SHARE IN 2029
FIGURE 15 HEAD-MOUNTED DISPLAYS SEGMENT TO REGISTER HIGHER CAGR IN AUGMENTED REALITY MARKET DURING FORECAST PERIOD
FIGURE 16 GESTURE-TRACKING DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD
FIGURE 17 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
FIGURE 18 CONSUMER SEGMENT TO DOMINATE VIRTUAL REALITY MARKET FROM 2024 TO 2029
FIGURE 19 NORTH AMERICA HELD LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2023
FIGURE 20 ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD
FIGURE 21 RAPID ADVANCEMENT IN GAMING TECHNOLOGIES TO CONTRIBUTE TO AUGMENTED REALITY MARKET GROWTH
FIGURE 22 RISING NEED FOR INNOVATIVE TECHNOLOGIES TO SUPPORT REMOTE WORK TO DRIVE VIRTUAL REALITY MARKET
FIGURE 23 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
FIGURE 24 CONSUMER SEGMENT TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2024
FIGURE 25 SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
FIGURE 26 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
FIGURE 27 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2024
FIGURE 28 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029
FIGURE 29 AUGMENTED REALITY SEGMENT TO HOLD LARGER MARKET SHARE IN 2029
FIGURE 30 ENTERPRISE AND CHINA TO HOLD LARGEST SHARES OF AUGMENTED REALITY MARKET IN ASIA PACIFIC IN 2024
FIGURE 31 CONSUMER AND CHINA TO ACCOUNT FOR LARGEST SHARES OF VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2024
FIGURE 32 AUGMENTED REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
FIGURE 33 AUGMENTED REALITY MARKET IMPACT ANALYSIS: DRIVERS
FIGURE 34 AUGMENTED REALITY MARKET IMPACT ANALYSIS: RESTRAINTS
FIGURE 35 AUGMENTED REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES
FIGURE 36 AUGMENTED REALITY MARKET IMPACT ANALYSIS: CHALLENGES
FIGURE 37 VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
FIGURE 38 VIRTUAL REALITY MARKET IMPACT ANALYSIS: DRIVERS
FIGURE 39 VIRTUAL REALITY MARKET IMPACT ANALYSIS: RESTRAINTS
FIGURE 40 VIRTUAL REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES
FIGURE 41 VIRTUAL REALITY MARKET IMPACT ANALYSIS: CHALLENGES
FIGURE 42 AUGMENTED AND VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS
FIGURE 43 AUGMENTED AND VIRTUAL REALITY ECOSYSTEM
FIGURE 44 INVESTMENT AND FUNDING SCENARIO, 2019–2024 (USD MILLION)
FIGURE 45 AUGMENTED AND VIRTUAL REALITY MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
FIGURE 46 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED BY KEY PLAYERS (USD)
FIGURE 47 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED BY KEY PLAYERS (USD)
FIGURE 48 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES, 2020–2023 (USD)
FIGURE 49 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES, 2020–2023 (USD)
FIGURE 50 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020–2023 (USD)
FIGURE 51 PORTER’S FIVE FORCES ANALYSIS
FIGURE 52 IMPACT OF PORTER’S FIVE FORCES ON AUGMENTED AND VIRTUAL REALITY MARKET, 2023
FIGURE 53 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS
FIGURE 54 AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR TOP TWO APPLICATIONS
FIGURE 55 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET
FIGURE 56 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023
FIGURE 57 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019–2023
FIGURE 58 AUGMENTED AND VIRTUAL REALITY MARKET: PATENTS APPLIED AND GRANTED, 2013–2023
FIGURE 59 AUGMENTED REALITY SEGMENT TO CAPTURE MAJORITY OF MARKET SHARE IN 2029
FIGURE 60 MARKERLESS SEGMENT TO DOMINATE AUGMENTED REALITY MARKET FROM 2024 TO 2029
FIGURE 61 SEMI & FULLY IMMERSIVE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029
FIGURE 62 HARDWARE SEGMENT TO EXHIBIT HIGHER CAGR IN AUGMENTED REALITY MARKET BETWEEN 2024 AND 2029
FIGURE 63 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
FIGURE 64 DISPLAYS & PROJECTORS SEGMENT TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
FIGURE 65 DISPLAYS & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD
FIGURE 66 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGER SHARE OF AUGMENTED REALITY MARKET IN 2029
FIGURE 67 GESTURE-TRACKING DEVICES SEGMENT TO REGISTER HIGHEST CAGR IN VIRTUAL REALITY MARKET FROM 2024 TO 2029
FIGURE 68 CONSUMER SEGMENT TO EXHIBIT HIGHEST CAGR IN AUGMENTED REALITY MARKET DURING FORECAST PERIOD
FIGURE 69 CONSUMER SEGMENT TO CAPTURE LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2024
FIGURE 70 INDIA TO EXHIBIT HIGHEST CAGR IN GLOBAL AUGMENTED REALITY MARKET DURING FORECAST PERIOD
FIGURE 71 CHINA TO RECORD HIGHEST CAGR IN GLOBAL VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029
FIGURE 72 NORTH AMERICA: AUGMENTED REALITY MARKET SNAPSHOT
FIGURE 73 NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT
FIGURE 74 EUROPE: AUGMENTED REALITY MARKET SNAPSHOT
FIGURE 75 EUROPE: VIRTUAL REALITY MARKET SNAPSHOT
FIGURE 76 ASIA PACIFIC: AUGMENTED REALITY MARKET SNAPSHOT
FIGURE 77 ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT
FIGURE 78 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024
FIGURE 79 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES, 2023
FIGURE 80 COMPANY VALUATION, 2023 (USD MILLION)
FIGURE 81 FINANCIAL METRICS, 2024 (EV/EBITDA)
FIGURE 82 BRAND/PRODUCT COMPARISON
FIGURE 83 AUGMENTED AND VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF THREE KEY PLAYERS, 2020–2023 (USD BILLION)
FIGURE 84 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
FIGURE 85 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY FOOTPRINT
FIGURE 86 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
FIGURE 87 META: COMPANY SNAPSHOT
FIGURE 88 SONY CORPORATION: COMPANY SNAPSHOT
FIGURE 89 APPLE INC.: COMPANY SNAPSHOT
FIGURE 90 HTC CORPORATION: COMPANY SNAPSHOT
FIGURE 91 GOOGLE: COMPANY SNAPSHOT
FIGURE 92 MICROSOFT: COMPANY SNAPSHOT
FIGURE 93 SAMSUNG: COMPANY SNAPSHOT
FIGURE 94 PTC: COMPANY SNAPSHOT
FIGURE 95 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
FIGURE 96 LENOVO: COMPANY SNAPSHOT

 

 

The research study involved 4 major activities in estimating the size of the augmented and virtual reality market. Exhaustive secondary research has been done to collect important information about the market and peer markets. The validation of these findings, assumptions, and sizing with the help of primary research with industry experts across the supply chain has been the next step. Both top-down and bottom-up approaches have been used to estimate the market size. Post which the market breakdown and data triangulation have been adopted to estimate the market sizes of segments and sub-segments.

Secondary Research

In the secondary research process, various secondary sources have been referred to for identifying and collecting information required for this study. The secondary sources include annual reports, press releases, and investor presentations of companies, white papers, and articles from recognized authors. Secondary research has been mainly done to obtain key information about the market’s value chain, the pool of key market players, market segmentation according to industry trends, regional outlook and developments from both market and technology perspectives.

Primary Research

In primary research, various primary sources from both supply and demand sides have been interviewed to obtain qualitative and quantitative insights required for this report. Primary sources from supply side include experts such as CEOs, vice presidents, marketing directors, manufacturers, technology and innovation directors, end users and related executives from multiple key companies and organizations operating in the augmented and virtual reality market ecosystem.

Augmented and Virtual Reality Market
 Size, and Share

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Top-down and bottom-up approaches have been used to estimate and validate the size of the augmented and virtual reality market. The key players in the market have been identified through secondary research, and their market shares in respective regions have been determined through primary and secondary research. This entire research methodology includes the study of key insights by top players, as well as interviews with experts (such as CXOs, vice presidents, directors, and marketing executives) for quantitative and qualitative key insights. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources. All parameters that affect markets covered in this research study were accounted for, viewed in detail, verified through primary research, and analyzed to obtain the final quantitative and qualitative data. This data has been competitive and supplemented with detailed inputs and analysis from the MarketsandMarkets data repository and presented in this report.

In the market engineering process, both top-down and bottom-up approaches have been used along with data triangulation methods to estimate and validate the size of the augmented and virtual reality market and other dependent submarkets. The research methodology used to estimate the market sizes includes the following:

  • Analyzing the size of the global augmented and virtual reality market by identifying segment and subsegment revenue related to the market
  • Identifying the total number of augmented and virtual reality HMDs shipped globally
  • Estimating the ASP of augmented and virtual reality HMDs
  • Estimating the size of the augmented and virtual reality HMDs market (augmented and virtual reality HMDs shipment * ASP of augmented and virtual reality HMDs)
  • Estimating the market size of other augmented and virtual reality display types
  • Estimating the market size of augmented and virtual reality hardware market size (summation of augmented and virtual reality HMDs market and market of other augmented and virtual reality display types)
  • Estimating the market size of augmented and virtual reality’s new software by determining its percentage increase with respect to augmented and virtual reality hardware market size
  • Estimating the market size of augmented and virtual reality’s retrofitted software by determining its percentage increase with respect to augmented and virtual reality new software market size
  • Estimating the augmented and virtual reality software market size (summation of augmented and virtual reality’s new software market and market of augmented and virtual reality’s retrofitted software)
  • Estimating the global augmented and virtual reality market size (summation of augmented and virtual reality software market size and augmented and virtual reality hardware market size)
  • Identifying the upcoming projects related to augmented and virtual reality by various companies in different regions and forecasting the market size based on these developments and other important parameters.

Market Size Estimation Methodology-Bottom-up Approach

Augmented and Virtual Reality Market and Bottom-up Approach

Market Size Estimation Methodology-Top-Down Approach

Augmented and Virtual Reality Market and Top-down Approach

Data Triangulation

After arriving at the overall market size by the market size estimation process explained in the earlier section, the overall augmented and virtual reality market has been divided into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics for all segments, the data triangulation and market breakdown procedures have been used, wherever applicable. The data has been triangulated by studying various factors and trends from both the demand and supply side perspectives. Along with data triangulation and market breakdown, the market has been validated by top-down and bottom-up approaches.

Market Definition

AR improves the natural environment by overlaying potential digital information which includes images, text, or 3D objects. This augmentation can be actualized in many devices such as AR head-mounted displays (HMDs), smartphones, tablets, AR smart glasses, and heads-up displays (HUDs). On top of a user's view of the actual world, the technology lays computer-generated elements—thus making it interactive and enriched. One of the common examples of AR is the Pokémon GO game, whereby digital creatures seem to exist within an actual world when viewed through the camera of a smartphone.

On the other hand, VR blacks out users into a completely computer-created environment and replace the real world with a simulated one physically. Users usually put on and wear VR head-mounted displays, which, covering the field of vision, often incorporate motion tracking sensors. This sort of head mounted displays, that give users a feeling of existing in a virtual world, is called a feeling of presence in frontier interact in and navigate this digital space as if it were real. Common uses of VR include gaming, training simulations, virtual tours, and immersive storytelling experiences.

Stakeholders

  • Raw material and manufacturing equipment suppliers
  • Semiconductor foundries
  • Original Equipment Manufacturers (OEMs)
  • Augmented and virtual reality device manufacturers
  • Original design manufacturers (ODMs) and OEM technology solution providers
  • Software, and Technology Providers
  • Standardization and Testing Firms
  • Government Bodies such as Regulatory Authorities and Policymakers
  • Research Institutes and Organizations
  • Market Research and Consulting Firms
  • Technology investors

The main objectives of this study are as follows:

  • To define, analyze and forecast the augmented and virtual reality market size, by virtual reality technology, offering, device type, and application in terms of value
  • To define, analyze and forecast the augmented and virtual reality market size, by device type, in terms of volume.
  • To forecast the market size for various segments with respect to four main regions, namely, North America, Europe, Asia Pacific and Rest of the World (RoW)
  • To provide detailed information regarding the major drivers, restraints, opportunities, and challenges influencing the growth of the augmented and virtual reality market
  • To study the complete supply chain and related industry segments for the augmented and virtual reality market
  • To strategically analyze the micromarkets1 with respect to individual growth trends, prospects, and contributions to the total market
  • To analyze the supply chain, market ecosystem; trends/disruptions impacting customer’s business; technology analysis; pricing analysis; Porter’s five forces model; key stakeholders & buying criteria; case study analysis; trade analysis; patent analysis; key conferences & events, 2024–2025; regulations related to the augmented and virtual reality market; and investment and funding scenario.
  • To analyze opportunities in the market for various stakeholders by identifying the high-growth segments of the market.
  • To strategically profile the key players and comprehensively analyze their market position in terms of ranking, core competencies2, company valuation and financial metrics and product/brand comparison; along with detailing the competitive landscape for the market leaders.
  • To analyze competitive developments such as product launches, product developments, partnerships, collaborations, acquisitions, joint investments, strategic supplier relations, contracts, acquisitions, expansions and research and development (R&D) activities carried out by players in the augmented and virtual reality market.

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Report Code
SE 2288
Published ON
Aug, 2024
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