Virtual and augmented reality refers to the technology which provides the user with real world experience. Augmented reality is a technology that uses user’s existing environment and overlays digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)—computer generated environment—which completely immerses end users in an artificial world without seeing the real world. Based on components, the market is divided into hardware, software and services. By industry vertical, the market is segmented into healthcare, retail, education, consumer goods, media & entertainment, industrial, commercial and others. Geographic breakdown and deep analysis of each of the aforesaid segments is included for North America, Europe, Asia-Pacific, and LAMEA. Market Dynamics: Drivers: • Affordable hardware prices • Increasing penetration of gaming consoles Restraints: • Lack of awareness in underdeveloped regions such as Africa and Latin America. Market Players: The top players in the global virtual and augmented reality market include Oculus VR LLC, Microsoft Corporation,... Research Beam Model: Research Beam Product ID: 1573151 3619 USD New
Global Virtual and Augmented Reality Market: Size, Trend, Share, Opportunity Analysis & Forecast, 2014-2025
 
 

Global Virtual and Augmented Reality Market: Size, Trend, Share, Opportunity Analysis & Forecast, 2014-2025

  • Category : ICT & Media
  • Published On : March   2017
  • Pages :
  • Publisher : Progressive Markets
 
 
 
Virtual and augmented reality refers to the technology which provides the user with real world experience. Augmented reality is a technology that uses user’s existing environment and overlays digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)—computer generated environment—which completely immerses end users in an artificial world without seeing the real world.
Based on components, the market is divided into hardware, software and services. By industry vertical, the market is segmented into healthcare, retail, education, consumer goods, media & entertainment, industrial, commercial and others. Geographic breakdown and deep analysis of each of the aforesaid segments is included for North America, Europe, Asia-Pacific, and LAMEA.
Market Dynamics:
Drivers:
• Affordable hardware prices
• Increasing penetration of gaming consoles
Restraints:
• Lack of awareness in underdeveloped regions such as Africa and Latin America.
Market Players:
The top players in the global virtual and augmented reality market include Oculus VR LLC, Microsoft Corporation, Samsung Electronics, Google Inc., HTC Corporation, Intel Corporation, Magic Leap, Inc., Vuzix Corporation, Blippar.com Ltd., and Nokia Corporation.






KEY TAKEAWAYS



MARKET LANDSCAPE:
• By Component
o Hardware
o Software
o Services
• By Industry Vertical
o Healthcare
o Retail
o Education,
o Consumer goods
o Media& entertainment
o Industrial
o Commercial
o Others
• By Geography
o North America
? U.S.
? Canada
? Mexico
o Europe
? UK
? Germany
? France
? Spain
? Italy
? Rest of Europe
o Asia-Pacific
? China
? Japan
? India
? Australia
? South Korea
? Rest of Asia-Pacific
o LAMEA
? Brazil
? Saudi Arabia
? South Africa
? Rest of LAMEA
1. Executive summary
1.1. Key findings
1.2. Market attractiveness and trend analysis
1.3. Competitive landscape and recent industry development analysis (2014-2016)
2. Introduction
2.1. Report description
2.2. Scope and definitions
2.3. Research methodology
3. Market landscape
3.1. Growth drivers
3.1.1. Impact analysis
3.2. Restraints and challenges
3.2.1. Impact analysis
3.3. Porter’s analysis
3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Threat of substitutes
3.3.4. Industry rivalry
3.3.5. Threat of new entrants
3.4. Global virtual and augmented reality market shares analysis, 2014-2025
3.4.1. Global virtual and augmented reality market shares by components, 2014-2025
3.4.2. Global virtual and augmented reality market shares by industry vertical, 2014-2025
3.4.3. Global virtual and augmented reality market shares by geography, 2014-2025
4. Global virtual and augmented reality market by component
4.1. Hardware
4.1.1. Historical market size by region, 2014-2016
4.1.2. Market forecast by region, 2017-2025
4.2. Software
4.2.1. Historical market size by region
4.2.2. Market forecast by region
4.3. Services
4.3.1. Historical market size by region, 2014-2016
4.3.2. Market forecast by region, 2017-2025
5. Global virtual and augmented reality market by industry vertical
5.1. Retail
5.1.1. Historical market size by region, 2014-2016
5.1.2. Market forecast by region, 2017-2025
5.2. Consumer goods
5.2.1. Historical market size by region, 2014-2016
5.2.2. Market forecast by region, 2017-2025
5.3. Education
5.3.1. Historical market size by region, 2014-2016
5.3.2. Market forecast by region, 2017-2025
5.4. Media and entertainment
5.4.1. Historical market size by region, 2014-2016
5.4.2. Market forecast by region, 2017-2025
5.5. Industrial
5.5.1. Historical market size by region, 2014-2016
5.5.2. Market forecast by region, 2017-2025
5.6. Commercial
5.6.1. Historical market size by region, 2014-2016
5.6.2. Market forecast by region, 2017-2025
5.7. Others
5.7.1. Historical market size by region, 2014-2016
5.7.2. Market forecast by region, 2017-2025
6. Global virtual and augmented reality market by geography
6.1. North America
6.1.1. U.S.
6.1.1.1. Historical market size, 2014-2016
6.1.1.2. Market forecast, 2017-2025
6.1.2. Canada
6.1.2.1. Historical market size, 2014-2016
6.1.2.2. Market forecast, 2017-2025
6.1.3. Mexico
6.1.3.1. Historical market size, 2014-2016
6.1.3.2. Market forecast, 2017-2025
6.2. Europe
6.2.1. UK
6.2.1.1. Historical market size, 2014-2016
6.2.1.2. Market forecast, 2017-2025
6.2.2. Germany
6.2.2.1. Historical market size, 2014-2016
6.2.2.2. Market forecast, 2017-2025
6.2.3. France
6.2.3.1. Historical market size, 2014-2016
6.2.3.2. Market forecast, 2017-2025
6.2.4. Spain
6.2.4.1. Historical market size, 2014-2016
6.2.4.2. Market forecast, 2017-2025
6.2.5. Italy
6.2.5.1. Historical market size, 2014-2016
6.2.5.2. Market forecast, 2017-2025
6.2.6. Rest of Europe
6.2.6.1. Historical market size, 2014-2016
6.2.6.2. Market forecast, 2017-2025
6.3. Asia-Pacific
6.3.1. China
6.3.1.1. Historical market size, 2014-2016
6.3.1.2. Market forecast, 2017-2025
6.3.2. Japan
6.3.2.1. Historical market size, 2014-2016
6.3.2.2. Market forecast, 2017-2025
6.3.3. India
6.3.3.1. Historical market size, 2014-2016
6.3.3.2. Market forecast, 2017-2025
6.3.4. Australia
6.3.4.1. Historical market size, 2014-2016
6.3.4.2. Market forecast, 2017-2025
6.3.5. South Korea
6.3.5.1. Historical market size, 2014-2016
6.3.5.2. Market forecast, 2017-2025
6.3.6. Rest of Asia-Pacific
6.3.6.1. Historical market size, 2014-2016
6.3.6.2. Market forecast, 2017-2025
6.4. LAMEA
6.4.1. Brazil
6.4.1.1. Historical market size, 2014-2016
6.4.1.2. Market forecast, 2017-2025
6.4.2. Saudi Arabia
6.4.2.1. Historical market size, 2014-2016
6.4.2.2. Market forecast, 2017-2025
6.4.3. South Africa
6.4.3.1. Historical market size, 2014-2016
6.4.3.2. Market forecast, 2017-2025
6.4.4. Rest of LAMEA
6.4.4.1. Historical market size, 2014-2016
6.4.4.2. Market forecast, 2017-2025
7. Company profiles
7.1. Oculus VR LLC
7.1.1. Overview
7.1.2. Financials and business segments
7.1.3. Recent developments
7.2. Microsoft Corporation
7.2.1. Overview
7.2.2. Financials and business segments
7.2.3. Recent developments
7.3. Samsung Electronics
7.3.1. Overview
7.3.2. Financials and business segments
7.3.3. Recent developments
7.4. Google Inc.
7.4.1. Overview
7.4.2. Financials and business segments
7.4.3. Recent developments
7.5. HTC Corporation
7.5.1. Overview
7.5.2. Financials and business segments
7.5.3. Recent developments
7.6. Intel Corporation
7.6.1. Overview
7.6.2. Financials and business segments
7.6.3. Recent developments
7.7. Magic Leap, Inc.
7.7.1. Overview
7.7.2. Financials and business segments
7.7.3. Recent developments
7.8. Vuzix Corporation
7.8.1. Overview
7.8.2. Financials and business segments
7.8.3. Recent developments
7.9. Blippar.Inc
7.9.1. Overview
7.9.2. Financials and business segments
7.9.3. Recent developments
7.10. Nokia Corporation
7.10.1. Overview
7.10.2. Financials and business segments
7.10.3. Recent developments

Table 1. Virtual and Augmented Reality Market Share, by Component, 2014-2025
Table 2. Virtual and Augmented Reality Market Share, by Industry Vertical, 2014-2025
Table 3. Virtual and Augmented Reality Market Share, by Region, 2014-2025
Table 4. Virtual and Augmented Reality Market Value for Hardware, by Region, 2017-2025, $million
Table 5. Virtual and Augmented Reality Market Value for Software, by Region, 2017-2025, $million
Table 6. Virtual and Augmented Reality Market Value for Services, by Region, 2017-2025, $million
Table 7. Virtual and Augmented Reality Market Value for Healthcare, by Region, 2017-2025, $million
Table 8. Virtual and Augmented Reality Market Value for Retail, by Region, 2017-2025, $million
Table 9. Virtual and Augmented Reality Market Value for Education, by Region, 2017-2025, $million
Table 10. Virtual and Augmented Reality Market Value for Consumer Goods, by Region,
2017-2025, $million
Table 11. Virtual and Augmented Reality Market Value for Media & Entertainment, by Region,
2017-2025, $million
Table 12. Virtual and Augmented Reality Market Value for Industrial, by Region, 2017-2025, $million
Table 13. Virtual and Augmented Reality Market Value for Commercial, by Region, 2017-2025, $million
Table 14. Virtual and Augmented Reality Market Value for Others, by Region, 2017-2025, $million
Table 15. Virtual and Augmented Reality Market Value for North America, by Country,
2014-2025, $million
Table 16. Virtual and Augmented Reality Market Value for North America, by Component, 2014-2025, $million
Table 17. Virtual and Augmented Reality Market Value for North America, by Industry Vertical,
2014-2025, $million
Table 18. Virtual and Augmented Reality Market Value for Europe, by Country, 2014-2025, $million
Table 19. Virtual and Augmented Reality Market Value for Europe, by Component, 2014-2025, $million
Table 20. Virtual and Augmented Reality Market Value for Europe, by Industry Vertical, 2014-2025, $million
Table 21. Virtual and Augmented Reality Market Value for Asia-Pacific, by Country, 2014-2025, $million
Table 22. Virtual and Augmented Reality Market Value for Asia-Pacific, by Component,
2014-2025, $million
Table 23. Virtual and Augmented Reality Market Value for Asia-Pacific, by Industry Vertical,
2014-2025, $million
Table 24. Virtual and Augmented Reality Market Value for LAMEA, by Country, 2014-2025, $million
Table 25. Virtual and Augmented Reality Market Value for LAMEA, by Component, 2014-2025, $million
Table 26. Virtual and Augmented Reality Market Value for LAMEA, by Industry Vertical,
2014-2025, $million
Table 27. Oculus VR LLC - Company Snapshot
Table 28. Microsoft Corporation - Company Snapshot
Table 29. Samsung Electronics - Company Snapshot
Table 30. Google Inc. - Company Snapshot
Table 31. HTC Corporation - Company Snapshot
Table 32. Intel Corporation - Company Snapshot
Table 33. Magic Leap, Inc. - Company Snapshot
Table 34. Vuzix Corporation - Company Snapshot
Table 35. Blippar Inc. - Company Snapshot
Table 36. Nokia Corporation - Company Snapshot


Figure 1. Virtual and Augmented Reality: Hardware Market Value, 2014-2016, $million
Figure 2. Virtual and Augmented Reality: Software Market Value, 2014-2016, $million
Figure 3. Virtual and Augmented Reality: Services Market Value, 2014-2016, $million
Figure 4. Virtual and Augmented Reality: Healthcare Market Value, 2014-2016, $million
Figure 5. Virtual and Augmented Reality: Retail Market Value, 2014-2016, $million
Figure 6. Virtual and Augmented Reality: Education Market Value, 2014-2016, $million
Figure 7. Virtual and Augmented Reality: Consumer Goods Market Value, 2014-2016, $million
Figure 8. Virtual and Augmented Reality: Media & Entertainment Market Value,
2014-2016, $million
Figure 9. Virtual and Augmented Reality: Industrial Market Value, 2014-2016, $million
Figure 10. Virtual and Augmented Reality: Commercial Market Value, 2014-2016, $million
Figure 11. Virtual and Augmented Reality: Others Market Value, 2014-2016, $million
Figure 12. Virtual and Augmented Reality: U.S. Market Value, 2014-2016, $million
Figure 13. Virtual and Augmented Reality: U.S. Market Value, 2017-2025, $million
Figure 14. Virtual and Augmented Reality: Canada Market Value, 2014-2016, $million
Figure 15. Virtual and Augmented Reality: Canada Market Value, 2017-2025, $million
Figure 16. Virtual and Augmented Reality: Mexico Market Value, 2014-2016, $million
Figure 17. Virtual and Augmented Reality: Mexico Market Value, 2017-2025, $million
Figure 18. Virtual and Augmented Reality: UK Market Value, 2014-2016, $million
Figure 19. Virtual and Augmented Reality: UK Market Value, 2017-2025, $million
Figure 20. Virtual and Augmented Reality: Germany Market Value, 2014-2016, $million
Figure 21. Virtual and Augmented Reality: Germany Market Value, 2017-2025, $million
Figure 22. Virtual and Augmented Reality: France Market Value, 2014-2016, $million
Figure 23. Virtual and Augmented Reality: France Market Value, 2017-2025, $million
Figure 24. Virtual and Augmented Reality: Spain Market Value, 2014-2016, $million
Figure 25. Virtual and Augmented Reality: Spain Market Value, 2017-2025, $million
Figure 26. Virtual and Augmented Reality: Italy Market Value, 2014-2016, $million
Figure 27. Virtual and Augmented Reality: Italy Market Value, 2017-2025, $million
Figure 28. Virtual and Augmented Reality: Rest of Europe Market Value, 2014-2016, $million
Figure 29. Virtual and Augmented Reality: Rest of Europe Market Value, 2017-2025, $million
Figure 30. Virtual and Augmented Reality: China Market Value, 2014-2016, $million
Figure 31. Virtual and Augmented Reality: China Market Value, 2017-2025, $million
Figure 32. Virtual and Augmented Reality: Japan Market Value, 2014-2016, $million
Figure 33. Virtual and Augmented Reality: Japan Market Value, 2017-2025, $million
Figure 34. Virtual and Augmented Reality: India Market Value, 2014-2016, $million
Figure 35. Virtual and Augmented Reality: India Market Value, 2017-2025, $million
Figure 36. Virtual and Augmented Reality: Australia Market Value, 2014-2016, $million
Figure 37. Virtual and Augmented Reality: Australia Market Value, 2017-2025, $million
Figure 38. Virtual and Augmented Reality: South Korea Market Value, 2014-2016, $million
Figure 39. Virtual and Augmented Reality: South Korea Market Value, 2017-2025, $million
Figure 40. Virtual and Augmented Reality: Rest of Asia-Pacific Market Value, 2014-2016, $million
Figure 41. Virtual and Augmented Reality: Rest of Asia-Pacific Market Value, 2017-2025, $million
Figure 42. Virtual and Augmented Reality: Brazil Market Value, 2014-2016, $million
Figure 43. Virtual and Augmented Reality: Brazil Market Value, 2017-2025, $million
Figure 44. Virtual and Augmented Reality: Saudi Arabia Market Value, 2014-2016, $million
Figure 45. Virtual and Augmented Reality: Saudi Arabia Market Value, 2017-2025, $million
Figure 46. Virtual and Augmented Reality: South Africa Market Value, 2014-2016, $million
Figure 47. Virtual and Augmented Reality: South Africa Market Value, 2017-2025, $million
Figure 48. Virtual and Augmented Reality: Rest of LAMEA Market Value, 2014-2016, $million
Figure 49. Virtual and Augmented Reality: Rest of LAMEA Market Value, 2017-2025, $million

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