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Global Augmented Reality/ Virtual reality Market - Insights

Augmented reality is the integration of digital and real environment in real time, whereas virtual reality provides real life-like experience to the users through a digital environment. Virtual and augmented reality facilitates various applications such as providing a virtual tour of the house to prospect buyers, watching a football game in immersive augmented reality or interacting with doctors remotely. Moreover, increasing technical advancement such as development of head mounted displays and smart glasses along with decline in product prices is expected to propel growth of the market. Deployment of next-generation 5G networks with high stability and bandwidth is expected to contribute to growth of the virtual and augmented reality market. Moreover, live streaming of videos on social media and other websites, and tourism are expected to accelerate growth of the market.

The adoption of technology in digital entertainment and media segment accelerates the virtual and augmented reality market. 

The digital entertainment segment plays a major role for the growth of the global virtual and augmented reality market. The film producers, professional sports leagues and associations have showed significant interest in adopting the technology. For example: In 2015, the NBA golden state warriors experimented with NextVR technology to stream their regular-session for individuals using Samsung Gear headsets. With this, the music and adult segment have also adopted the augmented and virtual technology to produce a 3D content which accelerates their viewers globally. The adoption of virtual reality and augmented reality technology by news industry is a new space which uplift the market. For example: In 2015, the New York Times have officially announced that they have a virtual reality project collaboration with google which provides a subscription to millions of VR cardboard viewers. The New York Times news magazines released a virtual reality film which shows children’s eradicated due to war. Hence this showed the new path to the other news providers to increase and retain their viewers which fuels the augmented and virtual reality market in this segment. Moreover, the On-demand series providers have also adopted the virtual reality technology. For example: In 2016, the HBO adopted the virtual reality 360 degree content for famous series game of thrones.

Figure. Global Augmented reality and Virtual Reality Market, By Application (2016-2025)

arvr market

Source: Coherent Market Insights Analysis

Asia Pacific augmented and virtual reality market is projected to grow with the highest CAGR in the forecast period.

On the basis of geography, the augmented and virtual reality market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East and Africa. The Asia pacific region market is projected to grow with highest CAGR in the forecast Period. India, China, Japan are some of the major countries which drives the augmented reality and virtual reality market in this region. The increasing startup in this region would help in accelerating the virtual and augmented reality market. According to economic survey 2015-2016 released by Government of India, the country has over 19,000 technology enabled startups driven by consumer internet and financial services startups. Moreover, according to survey report in 2015, the India startup raised US$ 3.5 billion. Hence, this increasing startup and investments helps to fuels the virtual reality and augmented reality market in this region.

Key Companies- Global Augmented and Virtual Reality Market.

Some of the major companies in the global augmented and virtual reality market are Blippar Inc., Cyberglove Systems LLC., Daqri LLC, EON Reality, Inc., Google Inc., Infinity Augmented Reality Inc., Magic Leap, Inc., Meta Company, Metaio GmbH, Microsoft Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Qualcomm Inc., Samsung Electronics Co., Ltd., Vuzix Corporation.

Virtual reality is the creation of simulated environment using computer technology; whereas, augmented reality is blending of virtual and real life. Increasing adoption of virtual and augmented reality technology in various applications such as training, academia & research, real estate, manufacturing & design, and healthcare is one of the major factors, which has accelerated growth of the virtual and augmented reality market.

Market Dynamics

Rising trend of adopting virtual and augmented reality technology in various application such as videogames, engineering, healthcare, live events, video entertainment, real state, retail, military, and training & education have accelerated the market growth, globally. Adoption of augmented and virtual reality technology in military application helps to provide better training to soldiers. Combat training, flight simulation, battlefield simulation, and vehicle simulation are some of the virtual reality application used in the military and defense segment. For example: the U.S. DoD has adopted virtual and augmented reality to reduce its training budget. According to US Navy, the Navy will invest US$ 6 billion to US$ 6.12 billion per year for training and simulation purpose from 2016 to 2021. 

Key features of the study:

  • This report provides an in-depth analysis of virtual and augmented reality market and provides market size (US$ Million) and Cumulative Annual Growth Rate (CAGR %) for the forecast period (2017– 2025), considering 2016 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrix for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by the leading players
  • It profiles leading players in the global Virtual or Augmented Reality Market based on the following parameters – regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans.
  • Key companies covered as a part of this study include Blippar Inc., Cyberglove Systems LLC., Daqri LLC, EON Reality, Inc., Google Inc., Infinity Augmented reality Inc., Magic Leap, Inc., Meta Company, Metaio GmbH, Microsoft Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Qualcomm Inc., Samsung Electronics Co., Ltd., and Vuzix Corporation
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decision regarding their future product launch, technology up-gradation, market expansion and marketing tactics
  • The global Virtual or Augmented Reality Market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the Virtual or Augmented Reality Market.

Detail Virtual or Augmented Reality Market Segmentation:

  • Global Virtual or Augmented Reality Market, By Component:
  • Software
  • Hardware
    • HMDs
    • Input Systems
  • Global Virtual or Augmented Reality Market, By Application:
  • Videogames
  • Engineering
  • Healthcare
  • Live Events
  • Video Entertainment
  • Real State
  • Retail
  • Military
  • Training and Education
  • Global Virtual or Augmented Reality Market, By Region:
    • North America
      • By Component
        • Software
        • Hardware
          • HMDs
          • Input Systems
      • By Application
        • Videogames
        • Engineering
        • Healthcare
        • Live Events
        • Video Entertainment
        • Real State
        • Retail
        • Military
        • Training and Education
      • By Country
        • U.S.
        • Canada
    • Europe
      • By Component
        • Software
        • Hardware
          • HMDs
          • Input Systems
      • By Application
        • Videogames
        • Engineering
        • Healthcare
        • Live Events
        • Video Entertainment
        • Real State
        • Retail
        • Military
        • Training and Education
      • By Country
        • Germany
        • U.K.
        • France
        • Italy
        • Spain
        • Russia
        • Rest of Europe
    • Asia Pacific
      • By Component
        • Software
        • Hardware
          • HMDs
          • Input Systems
      • By Application
        • Videogames
        • Engineering
        • Healthcare
        • Live Events
        • Video Entertainment
        • Real State
        • Retail
        • Military
        • Training and Education
      • By Region
        • China
        • India
        • Japan
        • Australia
        • South Korea
        • ASEAN
        • Rest of Asia Pacific
    • Latin America
      • By Component
        • Software
        • Hardware
          • HMDs
          • Input Systems
      • By Application
        • Videogames
        • Engineering
        • Healthcare
        • Live Events
        • Video Entertainment
        • Real State
        • Retail
        • Military
        • Training and Education
      • By Country
        • Brazil
        • Mexico
        • Rest of Latin America
    • Africa
      • By Component
        • Software
        • Hardware
          • HMDs
          • Input Systems
      • By Application
        • Videogames
        • Engineering
        • Healthcare
        • Live Events
        • Video Entertainment
        • Real State
        • Retail
        • Military
        • Training and Education
      • By Country
        • North Africa
        • Central Africa
        • South Africa
    • Middle East
      • By Component
        • Software
        • Hardware
          • HMDs
          • Input Systems
      • By Application
        • Videogames
        • Engineering
        • Healthcare
        • Live Events
        • Video Entertainment
        • Real State
        • Retail
        • Military
        • Training and Education
      • By Country
        • GCC
        • Israel
        • Rest of Middle East
  • Company Profiles
    • Blippar Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Cyberglove Systems LLC.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Daqri LLC
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • EON Reality, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Google Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Infinity Augmented Reality Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Magic Leap, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Meta Company
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Metaio GmbH
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Microsoft Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Oculus VR, LLC
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Osterhout Design Group (ODG)
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Qualcomm Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Samsung Electronics Co., Ltd.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
    • Vuzix Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Recent Developments/Updates
  • Section
    • References
    • Research Methodology
    • About us and Sales Contact

*Browse all the market data tables and figures on "Global Virtual or Augmented Reality Market - Global forecast to 2025”.

Frequently Asked Questions

The global virtual and augmented reality market is estimated to reach US$ 401.8 Billion by 2025
Major players operating in the global virtual and augmented reality market include Blippar Inc., Cyberglove Systems LLC., Daqri LLC, EON Reality, Inc., Google Inc., Infinity Augmented Reality Inc., Magic Leap, Inc., Meta Company, Metaio GmbH, Microsoft Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Qualcomm Inc., Samsung Electronics Co., Ltd., and Vuzix Corporation.
Among application, videogames segment held dominant position in 2016 , and is estimated to retain its dominance throughout the forecast period
Adoption of technology in digital entertainment and media segment is one of the major factors that is expected to propel growth of the market over the forecast period.
The global virtual and augmented reality market is estimated to exhibit a CAGR of 62.24% over the forecast period
Among regions, North America is estimated to hold dominant position in the global virtual and augmented reality market over the forecast period.

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