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$246.85B AR & VR Market: 37.1% CAGR by 2027

$246.85B AR & VR Market 37.1% CAGR by 2027

This 173-page report, titled “Global Augmented Reality and Virtual Reality Market 2020-2027 by Technology, Component, Device Type, Industry Vertical, End-user, and Region: Trend Forecast and Growth Opportunity,” is highlighted by 88 tables and 76 figures and is based on extensive research of the entire global augmented reality and virtual reality market and all of its sub-segments. Premium primary and secondary information sources are used to create in-depth research and assessment, with input coming from business specialists working across the value chain.

Incorporating the effects of the COVID-19 pandemic, the global market for augmented reality and virtual reality is expected to reach $246.85 billion by 2027, expanding at a rate of 37.1% yearly. The market share of augmented reality (AR) technology is larger than that of virtual reality (VR), and it will expand at a quicker rate over the coming years—42.4% yearly.

The report uses 2020 as its base year for forecasts from 2021 to 2027 and is based on investigations from 2017 to 2020. (Please note that the report will be updated before to delivery to ensure that the forecast includes at least 5 years past the base year and the most recent historical year serves as the base year.)

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The following aspects are identified and examined in-depth qualitative analyses:

Porter’s Five Forces: Market Structure, Growth Drivers, Obstacles and Challenges, Emerging Product Trends and Market Opportunities

By taking COVID-19 into consideration, the trend and outlook for the global market are predicted with an upbeat, fair-minded, and conservative viewpoint. The global augmented reality and virtual reality market is quantified from all angles, including technology, component, device type, industry vertical, end-user, and region, using the balanced (most likely) projection.

The global market is divided into the following sub-markets based on technology, with annual revenue for 2017–2027 mentioned in each part.

Augmented Reality (AR)
• Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
• Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
Virtual Reality (VR)
• Nonimmersive Technology
• Semi-Immersive and Fully Immersive Technology

Based on Component, the global Augmented Reality and Virtual Reality Market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

Hardware
• Sensors
• Semiconductor Component
• Displays and Projectors
• Position Trackers
• Cameras
• Others
Software
• Software Developer Kits
• Cloud Services

Based on Device Type, the global Augmented Reality and Virtual Reality Market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

Augmented Reality Devices
• Head-Mounted Display (HMD)
• Head-Up Display (HUD)
• Handheld Device
Virtual Reality Devices
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall

Based on Industry Vertical, the global Augmented Reality and Virtual Reality Market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Manufacturing
• Retail
• Others

Based on End User, the global Augmented Reality and Virtual Reality Market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.

Consumer
Enterprise
• Large Enterprises
• Small- & Medium-sized Enterprises

Along with the listed national/local markets, the following geographic areas are thoroughly investigated:

• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC) (Japan, China, South Korea, Australia, India, and Rest of APAC)
In Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe)
• America, North (U.S., Canada)
South America (Brazil, Mexico, Argentina, Rest of South America)
• RoW (UAE, Saudi Arabia, Iran) (UAE, Saudi Arabia, Iran)

There are thorough analyses and data for annual revenue for each of the aforementioned regions and nations for the years 2017 through 2027. There is also a breakdown of the major national markets by Technology, Component, and Industry Vertical over the anticipated years, as well as a breakdown of the regional markets by country.

The study also analyses the present competition landscape, the anticipated trend, and it provides profiles of key vendors, including both established market leaders and significant up-and-coming companies.

Through AMR’s Risk Assessment System, possible risks related to investing in the global augmented reality and virtual reality markets are specifically assessed quantitatively and qualitatively. Critical Success Factors (CSFs) are developed based on the risk analysis and evaluation as a guide to assist investors and stockholders in identifying emerging possibilities, managing and minimising risks, developing suitable business models, and making informed strategies and decisions.

Key Players (this list may not be exhaustive; additional businesses can be included upon request):

DAQR
EON. Reality Inc.
Facebook
Google
HTC
Microsoft
Samsung
Seiko Epson
Sony
Vuzix Corporation

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