Global Virtual and Augmented Reality Market

- Size, Trend, Share, Opportunity Analysis & Forecast, 2017-2025

  • Date ICT & Media
  • Date February 2017
  • price $3995
 
 

Virtual and Augmented Reality Market Overview:

Virtual and augmented reality is related to the technology that offers the real-world experience to users. Augmented reality (AR) is a technology in which the existing environment is used, and digital or virtual content is overlaid over it. Augmented reality applications are formed based on special 3D programs, allowing developers to incorporate digital content with the real world. While virtual reality (VR) also has a three-dimensional (3D)-computer generated environment, in which completely users are engrossed in an artificial world with the feel of the real world. Rise in utilization of AR and VR applications in various industry have gained traction with technological developments.

Market Drivers and Restraints:

The global virtual and augmented reality market is driven by factors such as affordable prices of hardware and rise in penetration of gaming consoles. On the other hand, lack of awareness in underprivileged regions such as Africa and Latin America limit growth of the industry. However, the demand from medical industry and trend of online shopping have created new opportunities in the market.

Market Segmentation:

By Component

  • Hardware
  • Software
  • Services

By Application

  • Video Games
  • Live Events and Video Entertainment
  • Military
  • Healthcare
  • Others

By Geography

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa
Key Market Players:

Key market players operating in the global virtual and augmented reality industry are analyzed in the report to assist leading players and startups gain information on competitive intensity and steps to be adopted to acquire leadership in the global market. Market players explored in the research are Oculus VR LLC, Samsung Electronics, Microsoft Corporation, HTC Corporation, Google Inc., Magic Leap, Inc., Intel Corporation, Blippar.com Ltd., Vuzix Corporation, and Nokia Corporation. They have adopted strategies such as expansion, partnerships, joint ventures, collaborations, mergers & acquisitions, and others to strengthen their position in the industry.

Key Takeaways from the Report:
  • The research provides a comprehensive analysis of the global virtual and augmented reality market based on current market scenario and projections are provided for the forecast period, 2017–2025.  
  • The report offers insights on changing market trends to help market players determine market conditions and feasibility for investment.
  • The study offers an in-depth analysis of drivers, restraints, and opportunities along with factors responsible to influence the market worldwide.
  • The research on the global virtual and augmented reality market provides a comprehensive analysis for the historic period and the forecast period along with strategies to be taken to gain leadership position in the market.
  • Porter’s Five Forces analysis provides information on competitive intensity of the market and highlights potency of suppliers and buyers.
1. EXECUTIVE SUMMARY
1.1. KEY FINDINGS
1.2. MARKET ATTRACTIVENESS AND TREND ANALYSIS
1.3. COMPETITIVE LANDSCAPE AND RECENT INDUSTRY DEVELOPMENT ANALYSIS
2. INTRODUCTION
2.1. REPORT DESCRIPTION
2.2. SCOPE AND DEFINITIONS
2.3. RESEARCH METHODOLOGY
2.3.1. Secondary research
2.3.2. Primary research
2.3.3. Analyst tools and models
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. Degree of competition
3.3.4. Threat of substitute
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 share by component, 2014-2025
3.4.2. Global Virtual and Augmented Reality market share by geography, 2014-2025
4. 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, 2014-2016
4.2.2. Market forecast by region, 2017-2025
4.3. SERVICES
4.3.1. Historical market size by region, 2014-2016
4.3.2. Market forecast by region, 2017-2025
5. VIRTUAL AND AUGMENTED REALITY MARKET BY APPLICATION
5.1. VIDEO GAMES
5.1.1. Historical market size by region, 2014-2016
5.1.2. Market forecast by region, 2017-2025
5.2. LIVE EVENTS AND VIDEO ENTERTAINMENT
5.2.1. Historical market size by region, 2014-2016
5.2.2. Market forecast by region, 2017-2025
5.3. MILITARY
5.3.1. Historical market size by region, 2014-2016
5.3.2. Market forecast by region, 2017-2025
5.4. HEALTHCARE
5.4.1. Historical market size by region, 2014-2016
5.4.2. Market forecast by region, 2017-2025
5.5. OTHERS
5.5.1. Historical market size by region, 2014-2016
5.5.2. Market forecast by region, 2017-2025
6. 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. Russia
6.2.4.1. Historical market size, 2014-2016
6.2.4.2. Market forecast, 2017-2025
6.2.5. Rest of Europe
6.2.5.1. Historical market size, 2014-2016
6.2.5.2. 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. Rest of Asia-Pacific
6.3.5.1. Historical market size, 2014-2016
6.3.5.2. Market forecast, 2017-2025
6.4. LAMEA
6.4.1. Latin America
6.4.1.1. Historical market size, 2014-2016
6.4.1.2. Market forecast, 2017-2025
6.4.2. Middle East
6.4.2.1. Historical market size, 2014-2016
6.4.2.2. Market forecast, 2017-2025
6.4.3. Africa
6.4.3.1. Historical market size, 2014-2016
6.4.3.2. Market forecast, 2017-2025
7. COMPANY PROFILES
7.1. ALPHABET INC.
7.1.1. Overview
7.1.2. Financials and business segments
7.1.3. Recent developments
7.2. FACEBOOK INC.
7.2.1. Overview
7.2.2. Financials and business segments
7.2.3. Recent developments
7.3. INTEL CORPORATION
7.3.1. Overview
7.3.2. Financials and business segments
7.3.3. Recent developments
7.4. MAGIC LEAP, INC.
7.4.1. Overview
7.4.2. Financials and business segments
7.5. MARXENT LABS LLC
7.5.1. Overview
7.5.2. Financials and business segments
7.5.3. Recent developments
7.6. MICROSOFT CORPORATION
7.6.1. Overview
7.6.2. Financials and business segments
7.6.3. Recent developments
7.7. NVIDIA CORPORATION
7.7.1. Overview
7.7.2. Financials and business segments
7.7.3. Recent developments
7.8. QUALCOMM INCORPORATED
7.8.1. Overview
7.8.2. Financials and business segments
7.8.3. Recent developments
7.9. SAMSUNG ELECTRONICS CO., LTD.
7.9.1. Overview
7.9.2. Financials and business segments
7.10. VUZIX CORPORATION
7.10.1. Overview
7.10.2. Financials and business segments
7.10.3. Recent developments

LIST OF TABLES

TABLE 1. VIRTUAL AND AUGMENTED REALITY MARKET SHARE, BY COMPONENT, 2014-2025 (%)
TABLE 2. VIRTUAL AND AUGMENTED REALITY MARKET SHARE, BY GEOGRAPHY, 2014-2025, (%)
TABLE 3. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR HARDWARE, BY REGION, 2017-2025, $MILLION
TABLE 4. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR SOFTWARE, BY REGION, 2017-2025, $MILLION
TABLE 5. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR SERVICES, BY REGION, 2017-2025, $MILLION
TABLE 6. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR VIDEO GAMES, BY REGION, 2017-2025, $MILLION
TABLE 7. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR LIVE EVENTS AND VIDEO ENTERTAINMENT, BY REGION, 2017-2025, $MILLION
TABLE 8. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR MILITARY, BY REGION, 2017-2025, $MILLION
TABLE 9. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR HEALTHCARE, BY REGION, 2017-2025, $MILLION
TABLE 10. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR OTHERS, BY REGION, 2017-2025, $MILLION
TABLE 11. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR NORTH AMERICA, BY COUNTRY, 2014-2025, $MILLION
TABLE 12. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR NORTH AMERICA, BY COMPONENT, 2014-2025, $MILLION
TABLE 13. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR EUROPE, BY COUNTRY, 2014-2025, $MILLION
TABLE 14. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR EUROPE, BY COMPONENT, 2014-2025, $MILLION
TABLE 15. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR ASIA-PACIFIC, BY COUNTRY, 2014-2025, $MILLION
TABLE 16. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR ASIA-PACIFIC, BY COMPONENT, 2014-2025, $MILLION
TABLE 17. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR LAMEA, BY COUNTRY, 2014-2025, $MILLION
TABLE 18. VIRTUAL AND AUGMENTED REALITY MARKET VALUE FOR LAMEA, BY COMPONENT, 2014-2025, $MILLION
TABLE 19. ALPHABET INC.: PRODUCT PORTFOLIO
TABLE 20. FACEBOOK INC.: OPERATING SEGMENTS
TABLE 21. INTEL CORPORATION: OPERATING SEGMENTS
TABLE 22. MAGIC LEAP, INC.: OPERATING SEGMENTS
TABLE 23. MARXENT LABS LLC: OPERATING SEGMENTS
TABLE 24. MICROSOFT CORPORATION: OPERATING SEGMENTS
TABLE 25. NVIDIA CORPORATION: OPERATING SEGMENT
TABLE 26. ORACLE: OPERATING SEGMENTS
TABLE 27. SAMSUNG ELECTRONICS CO., LTD.: OPERATING SEGMENTS
TABLE 28. VUZIX CORPORATION: OPERATING SEGMENTS

LIST OF FIGURES

FIGURE 1. TOP WINNING STRATEGIES, BY COMPONENT 2013-2016 (%)
FIGURE 2. TOP WINNING STRATEGIES, BY COMPANY, 2013-2016
FIGURE 3. RESEARCH METHODOLOGY
FIGURE 4. VIRTUAL AND AUGMENTED REALITY: HARDWARE MARKET VALUE, 2014-2016, $MILLION
FIGURE 5. VIRTUAL AND AUGMENTED REALITY: SOFTWARE MARKET VALUE, 2014-2016, $MILLION
FIGURE 6. VIRTUAL AND AUGMENTED REALITY: SERVICES MARKET VALUE, 2014-2016, $MILLION
FIGURE 7. VIRTUAL AND AUGMENTED REALITY: VIDEO GAMES MARKET VALUE, 2014-2016, $MILLION
FIGURE 8. VIRTUAL AND AUGMENTED REALITY: LIVE EVENTS AND VIDEO ENTERTAINMENT MARKET VALUE, 2014-2016, $MILLION
FIGURE 9. VIRTUAL AND AUGMENTED REALITY: MILITARY MARKET VALUE, 2014-2016, $MILLION
FIGURE 10. VIRTUAL AND AUGMENTED REALITY: HEALTHCARE 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: RUSSIA MARKET VALUE, 2014-2016, $MILLION
FIGURE 25. VIRTUAL AND AUGMENTED REALITY: RUSSIA MARKET VALUE, 2017-2025, $MILLION
FIGURE 26. VIRTUAL AND AUGMENTED REALITY: REST OF EUROPE MARKET VALUE, 2014-2016, $MILLION
FIGURE 27. VIRTUAL AND AUGMENTED REALITY: REST OF EUROPE MARKET VALUE, 2017-2025, $MILLION
FIGURE 28. VIRTUAL AND AUGMENTED REALITY: CHINA MARKET VALUE, 2014-2016, $MILLION
FIGURE 29. VIRTUAL AND AUGMENTED REALITY: CHINA MARKET VALUE, 2017-2025, $MILLION
FIGURE 30. VIRTUAL AND AUGMENTED REALITY: JAPAN MARKET VALUE, 2014-2016, $MILLION
FIGURE 31. VIRTUAL AND AUGMENTED REALITY: JAPAN MARKET VALUE, 2017-2025, $MILLION
FIGURE 32. VIRTUAL AND AUGMENTED REALITY: INDIA MARKET VALUE, 2014-2016, $MILLION
FIGURE 33. VIRTUAL AND AUGMENTED REALITY: INDIA MARKET VALUE, 2017-2025, $MILLION
FIGURE 34. VIRTUAL AND AUGMENTED REALITY: AUSTRALIA MARKET VALUE, 2014-2016, $MILLION
FIGURE 35. VIRTUAL AND AUGMENTED REALITY: AUSTRALIA MARKET VALUE, 2017-2025, $MILLION
FIGURE 36. VIRTUAL AND AUGMENTED REALITY: REST OF ASIA-PACIFIC MARKET VALUE, 2014-2016, $MILLION
FIGURE 37. VIRTUAL AND AUGMENTED REALITY: REST OF ASIA-PACIFIC MARKET VALUE, 2017-2025, $MILLION
FIGURE 38. VIRTUAL AND AUGMENTED REALITY: LATIN AMERICA MARKET VALUE, 2014-2016, $MILLION
FIGURE 39. VIRTUAL AND AUGMENTED REALITY: LATIN AMERICA MARKET VALUE, 2017-2025, $MILLION
FIGURE 40. VIRTUAL AND AUGMENTED REALITY: MIDDLE EAST MARKET VALUE, 2014-2016, $MILLION
FIGURE 41. VIRTUAL AND AUGMENTED REALITY: MIDDLE EAST MARKET VALUE, 2017-2025, $MILLION
FIGURE 42. VIRTUAL AND AUGMENTED REALITY: AFRICA MARKET VALUE, 2014-2016, $MILLION
FIGURE 43. VIRTUAL AND AUGMENTED REALITY: AFRICA MARKET VALUE, 2017-2025, $MILLION
FIGURE 44. ALPHABET INC.: NET SALES, 2014-2016 ($MILLION)
FIGURE 45. FACEBOOK INC.: NET SALES, 2014-2016 ($MILLION)
FIGURE 46. INTEL CORPORATION: NET SALES, 2014-2016 ($MILLION)
FIGURE 47. MAGIC LEAP, INC.: NET SALES, 2014-2016 ($MILLION)
FIGURE 48. MARXENT LABS LLC: NET SALES, 2014-2016 ($MILLION)
FIGURE 49. MICROSOFT CORPORATION: NET SALES, 2014-2016 ($MILLION)
FIGURE 50. NVIDIA CORPORATION: NET SALES, 2014-2016 ($MILLION)
FIGURE 51. ORACLE: NET SALES, 2014-2016 ($MILLION)
FIGURE 52. SAMSUNG ELECTRONICS CO., LTD.: NET SALES, 2014-2016 ($MILLION)
FIGURE 53. VUZIX CORPORATION: NET SALES, 2014-2016 ($MILLION)
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