Global Augmented Reality and Virtual Reality Market Size study, by Application and Forecast 2020-2027


Posted February 12, 2021 by Kavita

Global augmented reality and virtual reality market will reach $246.85 billion by 2027, growing by 37.1% annually over 2020-2027 considering impact of COVID-19 pandemic.
 
Bharat Book Bureau Provides the Trending Market Research Report on “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” under Consumer Goods Category. The report offers a collection of superior market research, market analysis competitive intelligence and Market reports.

Global augmented reality and virtual reality market will reach $246.85 billion by 2027, growing by 37.1% annually over 2020-2027 considering impact of COVID-19 pandemic. Augmented Reality (AR) technology accounts for a larger market share and will grow at 42.4% annually over the forecast years, faster than the Virtual Reality (VR) technology.

Highlighted with 88 tables and 76 figures, this 173-page report “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 based on a comprehensive research of the entire global augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications.


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Highlighted with 88 tables and 76 figures, this 173-page report “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 based on a comprehensive research of the entire global augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications.

Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2017-2020 and provides forecast from 2021 till 2027 with 2020 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)


In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Region.

Based on Technology, the global market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
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 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 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 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 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

Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe)
• North America (U.S., Canada)
• Latin America (Brazil, Mexico, Argentina, Rest of South America)
• RoW (UAE, Saudi Arabia, Iran)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of all regional markets by country and split of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global augmented reality and virtual reality market are assayed quantitatively and qualitatively through Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
DAQR
EON. Reality Inc.
Facebook
Google
HTC
Microsoft
Samsung
Seiko Epson
Sony
Vuzix Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)



Browse our full report with Table of Content:

https://www.bharatbook.com/marketreports/global-augmented-reality-and-virtual-reality-market-2020-2027-by-technology-component-device-type-industry-vertical-/2317581

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Last Updated February 12, 2021