Augmented Reality (AR) and Virtual Reality (VR) Market – Global Opportunities and Forecast, 2020-2027
The GMI Research adds new research on the Augmented
Reality (AR) and Virtual Reality (VR) market, a detailed analysis of this
business space, including the emerging market trends, competitive landscape,
and market size. The report covers various parameters among different segment
analysis, the regional growth landscape, and an in-depth study of the
industry’s competitive scenario.
Leading Players of the Augmented Reality
(AR) and Virtual Reality (VR) market:
The major players in the market include Oculus
VR, Samsung Electronics, Magic Leap, Inc., Wikitude GmbH, Google LLC, Microsoft
Corporation, Sony Corporation, HTC Corporation, PTC Inc., DAQRI, and Apple Inc.,
among others.
Key Drivers of the Augmented Reality
(AR) and Virtual Reality (VR) market:
The growing penetration of smartphones and
connected devices in numerous applications and technological development of the
gaming industry are the major factors that are contributing to the growth of
the augmented
reality (AR) and virtual reality (VR) market size. Moreover, the strong
demand for augmented reality (AR) and virtual reality (VR) in the retail and
e-commerce industry is further surging the market’s growth. In addition to
this, the increasing demand for augmented reality devices in healthcare for
patient care management & medical training and education and in
retail/e-commerce is also responsible for the growth of the market.
The growing penetration of head-mount
displays in the gaming and entertainment sector and rising digitalization, and the
availability of affordable virtual reality devices are pushing the growth of
the virtual reality market growth. Furthermore, the rising investment and
funding in virtual reality and augmented reality by tech giants for the
development of virtual reality and augmented reality solutions is encouraging
the consumers to opt for AR and VR-based technologies. The emerging trends for
smart manufacturing, strong demand for augmented reality in architecture, growing
penetration of head mount in healthcare, gaming, and architecture application,
followed by the increasing use of virtual reality in aerospace & defense
for training and simulation purpose and integration of Artificial Intelligence
(AI) & Machine Learning (ML) are some other factors that are boosting the
growth of the augmented reality (AR) and
virtual reality (VR) market size. On the other hand, the limited user
interface, processing power, less storage of augmented reality devices, and
health concern due to the low resolution and security concerns are likely to
hamper the market’s growth.
Market Segmentation of the Augmented
Reality (AR) and Virtual Reality (VR) market:
This report focuses on the Augmented
Reality (AR) and Virtual Reality (VR) market status, forecast, growth
opportunities, key development, and the leading players in the market. The main
aim of the study is to present the trends and developments in North America,
Europe, Asia Pacific, and RoW.
Segment by Offering:
·
Hardware
o
Sensors
§ Accelerometer
§ Gyroscope
§ Magnetometer
§ Proximity Sensor
o
Semiconductor Component
§ Controller and Processor
§ Integrated Circuits
o
Displays and Projectors
o
Position Trackers
o
Cameras
o
Others
·
Software
o
AR Software
§ AR Remote Collaboration
§ Workflow Optimization
§ Documentation
§ Visualization
§ 3D Modeling
§ Navigation
·
VR Content Creation
Segment by Device Type:
·
Augmented Reality Devices
o
Mounted Display
§ AR Smart Glasses
§ Smart Helmets
o
Head-Up Display
o
Handheld Device
·
Virtual Reality Devices
o
Head-Mounted Display
o
Gesture-Tracking Device
§ Data Gloves
§ Others
o
Projector & Display Wall
Segment by Application:
·
Augmented Reality Applications
o
Consumer
§ Gaming
§ Sports & Entertainment
·
Entertainment Applications
·
Museums (Archaeology)
·
Theme Parks
·
Art Gallery & Exhibitions
o
Commercial
§ Tourism & Sightseeing
§ E-Learning
§ Retail & E-Commerce
·
Jewelry
·
Beauty & Cosmetics
·
Apparel Fitting
·
Furniture & Lighting Design
·
Grocery Shopping
·
Footwear
o
Enterprise
o
Healthcare
o
Aerospace & Defense
o
Energy
o
Automotive
o
Others
·
Virtual Reality Applications
o
Consumer
§ Gaming and Entertainment
·
Sports
o
Commercial
§ Retail
§ Education and Training
§ Travel and Tourism
§ Advertising
o
Enterprise
o
Healthcare
§ Surgery
§ Patient Care Management
§ Fitness Management
§ Pharmacy Management
§ Medical Training and Education
o
Aerospace & Defense
o
Others
§ Automotive
§ Real Estate
§ Geospatial Mining
Segment by Region:
·
North America
o
United States of America
o Canada
·
Asia Pacific
o
China
o
Japan
o
India
o Rest of APAC
·
Europe
o
United Kingdom
o
Germany
o
France
o
Spain
o Rest of Europe
·
RoW
o
Brazil
o
South Africa
o
Saudi Arabia
o
UAE
o
Rest of the world (remaining
countries of the LAMEA region)
About GMI Research
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