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Global AR and VR Market Research Report 2024

Global AR and VR Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1906447

No of Pages : 85

Synopsis
Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined as an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality first-hand, primarily by stimulating their vision and hearing.
The global AR and VR market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
Augmented Reality is more common, owing to the less taxing technology and development time requirements as compared to virtual reality.
This report aims to provide a comprehensive presentation of the global market for AR and VR, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding AR and VR.
Report Scope
The AR and VR market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global AR and VR market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the AR and VR manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Alphabet
Samsung
Microsoft
Apple
Worldviz LLC
Qualcomm
Atheer
Daqri
Echopixel
Segment by Type
AR
VR
Segment by Application
Aerospace & Defense
Gaming
Medicine
E-Commerce
Education
Art & Entertainment
Business
Emergency Services
Others
Consumption by Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of AR and VR manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of AR and VR in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
Index
1 AR and VR Market Overview
1.1 Product Overview and Scope of AR and VR
1.2 AR and VR Segment by Type
1.2.1 Global AR and VR Market Value Comparison by Type (2024-2030)
1.2.2 AR
1.2.3 VR
1.3 AR and VR Segment by Application
1.3.1 Global AR and VR Market Value by Application: (2024-2030)
1.3.2 Aerospace & Defense
1.3.3 Gaming
1.3.4 Medicine
1.3.5 E-Commerce
1.3.6 Education
1.3.7 Art & Entertainment
1.3.8 Business
1.3.9 Emergency Services
1.3.10 Others
1.4 Global AR and VR Market Size Estimates and Forecasts
1.4.1 Global AR and VR Revenue 2019-2030
1.4.2 Global AR and VR Sales 2019-2030
1.4.3 Global AR and VR Market Average Price (2019-2030)
1.5 Assumptions and Limitations
2 AR and VR Market Competition by Manufacturers
2.1 Global AR and VR Sales Market Share by Manufacturers (2019-2024)
2.2 Global AR and VR Revenue Market Share by Manufacturers (2019-2024)
2.3 Global AR and VR Average Price by Manufacturers (2019-2024)
2.4 Global AR and VR Industry Ranking 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of AR and VR, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of AR and VR, Product Type & Application
2.7 AR and VR Market Competitive Situation and Trends
2.7.1 AR and VR Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest AR and VR Players Market Share by Revenue
2.7.3 Global AR and VR Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 AR and VR Retrospective Market Scenario by Region
3.1 Global AR and VR Market Size by Region: 2019 Versus 2023 Versus 2030
3.2 Global AR and VR Global AR and VR Sales by Region: 2019-2030
3.2.1 Global AR and VR Sales by Region: 2019-2024
3.2.2 Global AR and VR Sales by Region: 2025-2030
3.3 Global AR and VR Global AR and VR Revenue by Region: 2019-2030
3.3.1 Global AR and VR Revenue by Region: 2019-2024
3.3.2 Global AR and VR Revenue by Region: 2025-2030
3.4 North America AR and VR Market Facts & Figures by Country
3.4.1 North America AR and VR Market Size by Country: 2019 VS 2023 VS 2030
3.4.2 North America AR and VR Sales by Country (2019-2030)
3.4.3 North America AR and VR Revenue by Country (2019-2030)
3.4.4 U.S.
3.4.5 Canada
3.5 Europe AR and VR Market Facts & Figures by Country
3.5.1 Europe AR and VR Market Size by Country: 2019 VS 2023 VS 2030
3.5.2 Europe AR and VR Sales by Country (2019-2030)
3.5.3 Europe AR and VR Revenue by Country (2019-2030)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific AR and VR Market Facts & Figures by Country
3.6.1 Asia Pacific AR and VR Market Size by Country: 2019 VS 2023 VS 2030
3.6.2 Asia Pacific AR and VR Sales by Country (2019-2030)
3.6.3 Asia Pacific AR and VR Revenue by Country (2019-2030)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.6.13 Philippines
3.7 Latin America AR and VR Market Facts & Figures by Country
3.7.1 Latin America AR and VR Market Size by Country: 2019 VS 2023 VS 2030
3.7.2 Latin America AR and VR Sales by Country (2019-2030)
3.7.3 Latin America AR and VR Revenue by Country (2019-2030)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa AR and VR Market Facts & Figures by Country
3.8.1 Middle East and Africa AR and VR Market Size by Country: 2019 VS 2023 VS 2030
3.8.2 Middle East and Africa AR and VR Sales by Country (2019-2030)
3.8.3 Middle East and Africa AR and VR Revenue by Country (2019-2030)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global AR and VR Sales by Type (2019-2030)
4.1.1 Global AR and VR Sales by Type (2019-2024)
4.1.2 Global AR and VR Sales by Type (2025-2030)
4.1.3 Global AR and VR Sales Market Share by Type (2019-2030)
4.2 Global AR and VR Revenue by Type (2019-2030)
4.2.1 Global AR and VR Revenue by Type (2019-2024)
4.2.2 Global AR and VR Revenue by Type (2025-2030)
4.2.3 Global AR and VR Revenue Market Share by Type (2019-2030)
4.3 Global AR and VR Price by Type (2019-2030)
5 Segment by Application
5.1 Global AR and VR Sales by Application (2019-2030)
5.1.1 Global AR and VR Sales by Application (2019-2024)
5.1.2 Global AR and VR Sales by Application (2025-2030)
5.1.3 Global AR and VR Sales Market Share by Application (2019-2030)
5.2 Global AR and VR Revenue by Application (2019-2030)
5.2.1 Global AR and VR Revenue by Application (2019-2024)
5.2.2 Global AR and VR Revenue by Application (2025-2030)
5.2.3 Global AR and VR Revenue Market Share by Application (2019-2030)
5.3 Global AR and VR Price by Application (2019-2030)
6 Key Companies Profiled
6.1 Alphabet
6.1.1 Alphabet Corporation Information
6.1.2 Alphabet Description and Business Overview
6.1.3 Alphabet AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.1.4 Alphabet AR and VR Product Portfolio
6.1.5 Alphabet Recent Developments/Updates
6.2 Samsung
6.2.1 Samsung Corporation Information
6.2.2 Samsung Description and Business Overview
6.2.3 Samsung AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.2.4 Samsung AR and VR Product Portfolio
6.2.5 Samsung Recent Developments/Updates
6.3 Microsoft
6.3.1 Microsoft Corporation Information
6.3.2 Microsoft Description and Business Overview
6.3.3 Microsoft AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.3.4 Microsoft AR and VR Product Portfolio
6.3.5 Microsoft Recent Developments/Updates
6.4 Apple
6.4.1 Apple Corporation Information
6.4.2 Apple Description and Business Overview
6.4.3 Apple AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Apple AR and VR Product Portfolio
6.4.5 Apple Recent Developments/Updates
6.5 Worldviz LLC
6.5.1 Worldviz LLC Corporation Information
6.5.2 Worldviz LLC Description and Business Overview
6.5.3 Worldviz LLC AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.5.4 Worldviz LLC AR and VR Product Portfolio
6.5.5 Worldviz LLC Recent Developments/Updates
6.6 Qualcomm
6.6.1 Qualcomm Corporation Information
6.6.2 Qualcomm Description and Business Overview
6.6.3 Qualcomm AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.6.4 Qualcomm AR and VR Product Portfolio
6.6.5 Qualcomm Recent Developments/Updates
6.7 Atheer
6.6.1 Atheer Corporation Information
6.6.2 Atheer Description and Business Overview
6.6.3 Atheer AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Atheer AR and VR Product Portfolio
6.7.5 Atheer Recent Developments/Updates
6.8 Daqri
6.8.1 Daqri Corporation Information
6.8.2 Daqri Description and Business Overview
6.8.3 Daqri AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.8.4 Daqri AR and VR Product Portfolio
6.8.5 Daqri Recent Developments/Updates
6.9 Echopixel
6.9.1 Echopixel Corporation Information
6.9.2 Echopixel Description and Business Overview
6.9.3 Echopixel AR and VR Sales, Revenue and Gross Margin (2019-2024)
6.9.4 Echopixel AR and VR Product Portfolio
6.9.5 Echopixel Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 AR and VR Industry Chain Analysis
7.2 AR and VR Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 AR and VR Production Mode & Process
7.4 AR and VR Sales and Marketing
7.4.1 AR and VR Sales Channels
7.4.2 AR and VR Distributors
7.5 AR and VR Customers
8 AR and VR Market Dynamics
8.1 AR and VR Industry Trends
8.2 AR and VR Market Drivers
8.3 AR and VR Market Challenges
8.4 AR and VR Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer

Published By : QY Research

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