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Global Virtual and Augmented Reality Market Research Report 2024

Global Virtual and Augmented Reality Market Research Report 2024

Publishing Date : Jan, 2024

License Type :
 

Report Code : 1886461

No of Pages : 93

Synopsis
VR places users in an imaginary or re-replicated world (such as a game, movie, or flight simulation), or simulates the real world (such as watching live sports). The major hardware players in the VR space are Oculus, Sony (PlayStation VR) and HTC (Vive). AR is the addition of a digital imaginary world to the real world, with major hardware including Microsoft (HoloLens), Google (Google Glass) and Magic Leap.
The global Virtual and Augmented Reality market was valued at US$ 2285 million in 2023 and is anticipated to reach US$ 5264.8 million by 2030, witnessing a CAGR of 12.4% during the forecast period 2024-2030.
The biggest Augmented and Virtual Reality players in global Market is Sony, holds a share about 25%, followed by Oculus (Meta). North America and Asia-Pacific are the top 2 the largest markets, occupied for around 70 percent in total, followed by Europe, which holds around 20% market share. In terms of type, VR device segment holds share over 90 percent. In terms of application, game segment holds the largest share over 30 percent in AR device applications while VR device for game holds about 43% market share.
This report aims to provide a comprehensive presentation of the global market for Virtual and Augmented Reality, 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 Virtual and Augmented Reality.
Report Scope
The Virtual and Augmented Reality market size, estimations, and forecasts are provided in terms of 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 Virtual and Augmented Reality 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 Virtual and Augmented Reality companies, 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
Google
Samsung Electronics
Microsoft
Sony Interactive Entertainment
Oculus VR
HTC
ZeroLigh
EON Reality
Nokia
Barco
Blippar
Aurasma
MindMaze
Virtalis
Manus Machinae
Independiente Communications
VirZOOM
NuFormer Projection
Segment by Type
Hardware
Software
Service
Segment by Application
Healthcare
Education
Retail
Gaming
Construction
Media and Entertainment
Automotive
Defense and Aerospace
Manufacturing
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (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: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual and Augmented Reality companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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 capacity of each country in the world.
Chapter 11: 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 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual and Augmented Reality Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Hardware
1.2.3 Software
1.2.4 Service
1.3 Market by Application
1.3.1 Global Virtual and Augmented Reality Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Healthcare
1.3.3 Education
1.3.4 Retail
1.3.5 Gaming
1.3.6 Construction
1.3.7 Media and Entertainment
1.3.8 Automotive
1.3.9 Defense and Aerospace
1.3.10 Manufacturing
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual and Augmented Reality Market Perspective (2019-2030)
2.2 Virtual and Augmented Reality Growth Trends by Region
2.2.1 Global Virtual and Augmented Reality Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Virtual and Augmented Reality Historic Market Size by Region (2019-2024)
2.2.3 Virtual and Augmented Reality Forecasted Market Size by Region (2025-2030)
2.3 Virtual and Augmented Reality Market Dynamics
2.3.1 Virtual and Augmented Reality Industry Trends
2.3.2 Virtual and Augmented Reality Market Drivers
2.3.3 Virtual and Augmented Reality Market Challenges
2.3.4 Virtual and Augmented Reality Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual and Augmented Reality Players by Revenue
3.1.1 Global Top Virtual and Augmented Reality Players by Revenue (2019-2024)
3.1.2 Global Virtual and Augmented Reality Revenue Market Share by Players (2019-2024)
3.2 Global Virtual and Augmented Reality Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual and Augmented Reality Revenue
3.4 Global Virtual and Augmented Reality Market Concentration Ratio
3.4.1 Global Virtual and Augmented Reality Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual and Augmented Reality Revenue in 2023
3.5 Virtual and Augmented Reality Key Players Head office and Area Served
3.6 Key Players Virtual and Augmented Reality Product Solution and Service
3.7 Date of Enter into Virtual and Augmented Reality Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual and Augmented Reality Breakdown Data by Type
4.1 Global Virtual and Augmented Reality Historic Market Size by Type (2019-2024)
4.2 Global Virtual and Augmented Reality Forecasted Market Size by Type (2025-2030)
5 Virtual and Augmented Reality Breakdown Data by Application
5.1 Global Virtual and Augmented Reality Historic Market Size by Application (2019-2024)
5.2 Global Virtual and Augmented Reality Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Virtual and Augmented Reality Market Size (2019-2030)
6.2 North America Virtual and Augmented Reality Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Virtual and Augmented Reality Market Size by Country (2019-2024)
6.4 North America Virtual and Augmented Reality Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual and Augmented Reality Market Size (2019-2030)
7.2 Europe Virtual and Augmented Reality Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Virtual and Augmented Reality Market Size by Country (2019-2024)
7.4 Europe Virtual and Augmented Reality Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual and Augmented Reality Market Size (2019-2030)
8.2 Asia-Pacific Virtual and Augmented Reality Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Virtual and Augmented Reality Market Size by Region (2019-2024)
8.4 Asia-Pacific Virtual and Augmented Reality Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual and Augmented Reality Market Size (2019-2030)
9.2 Latin America Virtual and Augmented Reality Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Virtual and Augmented Reality Market Size by Country (2019-2024)
9.4 Latin America Virtual and Augmented Reality Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual and Augmented Reality Market Size (2019-2030)
10.2 Middle East & Africa Virtual and Augmented Reality Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Virtual and Augmented Reality Market Size by Country (2019-2024)
10.4 Middle East & Africa Virtual and Augmented Reality Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Google
11.1.1 Google Company Detail
11.1.2 Google Business Overview
11.1.3 Google Virtual and Augmented Reality Introduction
11.1.4 Google Revenue in Virtual and Augmented Reality Business (2019-2024)
11.1.5 Google Recent Development
11.2 Samsung Electronics
11.2.1 Samsung Electronics Company Detail
11.2.2 Samsung Electronics Business Overview
11.2.3 Samsung Electronics Virtual and Augmented Reality Introduction
11.2.4 Samsung Electronics Revenue in Virtual and Augmented Reality Business (2019-2024)
11.2.5 Samsung Electronics Recent Development
11.3 Microsoft
11.3.1 Microsoft Company Detail
11.3.2 Microsoft Business Overview
11.3.3 Microsoft Virtual and Augmented Reality Introduction
11.3.4 Microsoft Revenue in Virtual and Augmented Reality Business (2019-2024)
11.3.5 Microsoft Recent Development
11.4 Sony Interactive Entertainment
11.4.1 Sony Interactive Entertainment Company Detail
11.4.2 Sony Interactive Entertainment Business Overview
11.4.3 Sony Interactive Entertainment Virtual and Augmented Reality Introduction
11.4.4 Sony Interactive Entertainment Revenue in Virtual and Augmented Reality Business (2019-2024)
11.4.5 Sony Interactive Entertainment Recent Development
11.5 Oculus VR
11.5.1 Oculus VR Company Detail
11.5.2 Oculus VR Business Overview
11.5.3 Oculus VR Virtual and Augmented Reality Introduction
11.5.4 Oculus VR Revenue in Virtual and Augmented Reality Business (2019-2024)
11.5.5 Oculus VR Recent Development
11.6 HTC
11.6.1 HTC Company Detail
11.6.2 HTC Business Overview
11.6.3 HTC Virtual and Augmented Reality Introduction
11.6.4 HTC Revenue in Virtual and Augmented Reality Business (2019-2024)
11.6.5 HTC Recent Development
11.7 ZeroLigh
11.7.1 ZeroLigh Company Detail
11.7.2 ZeroLigh Business Overview
11.7.3 ZeroLigh Virtual and Augmented Reality Introduction
11.7.4 ZeroLigh Revenue in Virtual and Augmented Reality Business (2019-2024)
11.7.5 ZeroLigh Recent Development
11.8 EON Reality
11.8.1 EON Reality Company Detail
11.8.2 EON Reality Business Overview
11.8.3 EON Reality Virtual and Augmented Reality Introduction
11.8.4 EON Reality Revenue in Virtual and Augmented Reality Business (2019-2024)
11.8.5 EON Reality Recent Development
11.9 Nokia
11.9.1 Nokia Company Detail
11.9.2 Nokia Business Overview
11.9.3 Nokia Virtual and Augmented Reality Introduction
11.9.4 Nokia Revenue in Virtual and Augmented Reality Business (2019-2024)
11.9.5 Nokia Recent Development
11.10 Barco
11.10.1 Barco Company Detail
11.10.2 Barco Business Overview
11.10.3 Barco Virtual and Augmented Reality Introduction
11.10.4 Barco Revenue in Virtual and Augmented Reality Business (2019-2024)
11.10.5 Barco Recent Development
11.11 Blippar
11.11.1 Blippar Company Detail
11.11.2 Blippar Business Overview
11.11.3 Blippar Virtual and Augmented Reality Introduction
11.11.4 Blippar Revenue in Virtual and Augmented Reality Business (2019-2024)
11.11.5 Blippar Recent Development
11.12 Aurasma
11.12.1 Aurasma Company Detail
11.12.2 Aurasma Business Overview
11.12.3 Aurasma Virtual and Augmented Reality Introduction
11.12.4 Aurasma Revenue in Virtual and Augmented Reality Business (2019-2024)
11.12.5 Aurasma Recent Development
11.13 MindMaze
11.13.1 MindMaze Company Detail
11.13.2 MindMaze Business Overview
11.13.3 MindMaze Virtual and Augmented Reality Introduction
11.13.4 MindMaze Revenue in Virtual and Augmented Reality Business (2019-2024)
11.13.5 MindMaze Recent Development
11.14 Virtalis
11.14.1 Virtalis Company Detail
11.14.2 Virtalis Business Overview
11.14.3 Virtalis Virtual and Augmented Reality Introduction
11.14.4 Virtalis Revenue in Virtual and Augmented Reality Business (2019-2024)
11.14.5 Virtalis Recent Development
11.15 Manus Machinae
11.15.1 Manus Machinae Company Detail
11.15.2 Manus Machinae Business Overview
11.15.3 Manus Machinae Virtual and Augmented Reality Introduction
11.15.4 Manus Machinae Revenue in Virtual and Augmented Reality Business (2019-2024)
11.15.5 Manus Machinae Recent Development
11.16 Independiente Communications
11.16.1 Independiente Communications Company Detail
11.16.2 Independiente Communications Business Overview
11.16.3 Independiente Communications Virtual and Augmented Reality Introduction
11.16.4 Independiente Communications Revenue in Virtual and Augmented Reality Business (2019-2024)
11.16.5 Independiente Communications Recent Development
11.17 VirZOOM
11.17.1 VirZOOM Company Detail
11.17.2 VirZOOM Business Overview
11.17.3 VirZOOM Virtual and Augmented Reality Introduction
11.17.4 VirZOOM Revenue in Virtual and Augmented Reality Business (2019-2024)
11.17.5 VirZOOM Recent Development
11.18 NuFormer Projection
11.18.1 NuFormer Projection Company Detail
11.18.2 NuFormer Projection Business Overview
11.18.3 NuFormer Projection Virtual and Augmented Reality Introduction
11.18.4 NuFormer Projection Revenue in Virtual and Augmented Reality Business (2019-2024)
11.18.5 NuFormer Projection Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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