DublinAnd January 30, 2023 /PRNewswire/ – File Augmented and Virtual Reality Market by Organization Size, by Application, by Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2021-2031 The report has been added to ResearchAndMarkets.com an offer.
According to this report, the Augmented and Virtual Reality market size has been assessed $27.6 billion In 2021, it is estimated to reach 856.2 billion dollars By 2031, at a compound annual growth rate of 41.1% from 2022 to 2031.
Augmented and virtual reality solutions are used to deliver an immersive digital user experience that can be used for entertainment and business applications across various industry sectors. Virtual reality is an umbrella term for a computer-generated, multi-sensory experience that enables users to experience and interact with a simulated environment.
On the contrary, augmented reality enhances the real world using digitally produced perceptual overlays. The global augmented and virtual reality market is expected to witness significant growth during the forecast period, due to the increasing penetration of smart devices and connected solutions.
The growth of the mobile gaming industry and increasing internet connectivity are serving as major drivers for the global Augmented and Virtual Reality market. In addition, the increasing use of consumer electronics devices is expected to drive the growth of the global market.
However, lack of effective user experience design and slow adoption of augmented and virtual reality solutions among underdeveloped economies are the major factors hindering the growth of the market. On the contrary, technological developments and rise in application areas among various segments of the industry are expected to provide lucrative opportunities for market growth.
The global augmented and virtual reality market is segmented on the basis of enterprise size, application, industry segment, and region. On the basis of the size of the organization, the market is divided into large enterprises and small and medium-sized enterprises. In terms of application, the market is divided into consumer and enterprise. Depending on the industry segment, they are separated into gaming, entertainment, media, aviation, defense, healthcare, education, manufacturing, retail, and more. Region wise, it is parsed across North AmaricaAnd EuropeAnd Asia Pacificand LAMEA.
The global augmented and virtual reality market is dominated by major players such as Google Inc. and Sony and Magic Leap, Inc. HTC Corporation, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd. and Wikitude.
Key benefits for stakeholders
-
This report provides a quantitative analysis of market segments, current trends, estimations, and dynamics of the Augmented and Virtual Reality market analysis from 2021 to 2031 to identify the prevailing Augmented and Virtual Reality market opportunities.
-
Market research is presented along with information on key drivers, limitations, and opportunities.
-
Porter’s Five Forces analysis highlights the power of buyers and suppliers to empower stakeholders to make profitable business decisions and strengthen their supplier and buyer network.
-
An in-depth analysis of the Augmented and Virtual Reality market segmentation helps to identify the prevailing market opportunities.
-
Major countries in each region are identified according to their revenue contribution to the global market.
-
Positioning the player in the market facilitates benchmarking and provides a clear understanding of the current position of players in the market.
-
The report includes analysis of regional and global Augmented and Virtual Reality market trends, key players, market segments, application areas, and market growth strategies.
Main topics covered:
Chapter 1 Introduction
Chapter 2: Executive Summary
Chapter 3: Market Overview
3.1. Market definition and scope
3.2 Key Findings
3.2.1. Best investment pockets
3.3 Porter’s Five Forces Analysis
3.4. The best positioning player
3.5 Market dynamics
3.5.1. drivers
3.5.2. restrictions
3.5.3. opportunities
3.6 Analysis of the impact of COVID-19 on the market
Chapter 4: Augmented and Virtual Reality Market, by Size of Organization
4.1 Overview
4.1.1 Market size and forecasts
4.2 Large corporations
4.2.1 Key market trends, growth factors, and opportunities
4.2.2 Market size and forecast by region
4.2.3 Market Analysis by Country
4.3 Small and Medium Enterprises
4.3.1 Key market trends, growth factors, and opportunities
4.3.2 Market size and forecast by region
4.3.3 Market Analysis by Country
Chapter 5: The Augmented and Virtual Reality Market, by Application
5.1 Overview
5.1.1 Market size and forecasts
5.2 Consumer
5.2.1 Key market trends, growth factors, and opportunities
5.2.2 Market size and forecast by region
5.2.3 Market Analysis by Country
5.3 The Foundation
5.3.1 Key market trends, growth factors, and opportunities
5.3.2 Market size and forecast by region
5.3.3 Market Analysis by Country
Chapter 6: Augmented and Virtual Reality Market, by Vertical Segment
6.1 Overview
6.1.1 Market size and forecasts
6.2 Games
6.2.1 Key market trends, growth factors, and opportunities
6.2.2 Market size and forecast by region
6.2.3 Market Analysis by Country
6.3 Entertainment and information
6.3.1 Key market trends, growth factors, and opportunities
6.3.2 Market size and forecast by region
6.3.3 Market Analysis by Country
6.4 Space and Defense
6.4.1 Key market trends, growth factors and opportunities
6.4.2 Market size and forecast by region
6.4.3 Market Analysis by Country
6.5 Health Care
6.5.1 Key market trends, growth factors, and opportunities
6.5.2 Market size and forecast by region
6.5.3 Market Analysis by Country
6.6 Education
6.6.1 Key market trends, growth factors and opportunities
6.6.2 Market size and forecast by region
6.6.3 Market Analysis by Country
6.7 Manufacturing
6.7.1 Key market trends, growth factors and opportunities
6.7.2 Market size and forecast by region
6.7.3 Market Analysis by Country
6.8 Retail
6.8.1 Key market trends, growth factors and opportunities
6.8.2 Market Size and Forecast by Region
6.8.3 Market Analysis by Country
6.9 other
6.9.1 Key market trends, growth factors and opportunities
6.9.2 Market size and forecast by region
6.9.3 Market Analysis by Country
Chapter Seven: Augmented and Virtual Reality Market by Region
Chapter Eight: The Company’s View
8.1 Introduction
8.2 Best winning strategies
8.3 Assignment of the Product to the Top 10 Players
8.4 Competitive Dashboard
8.5 Competitive Heatmap
8.6 Key Developments
Chapter 9: Company Profiles
9.1 Alphabet
9.1.1 Company Overview
9.1.2 Company Snapshot
9.1.3 Operating business segments
9.1.4 Product Portfolio
9.1.5 Business Performance
9.1.6 Key Strategic Moves and Developments
9.2 degrees
9.2.1 Company Overview
9.2.2 Company Snapshot
9.2.3 Operating business segments
9.2.4 Product Portfolio
9.2.5 Business Performance
9.2.6 Key Strategic Moves and Developments
9.3 Facebook
9.3.1 Company Overview
9.3.2 Company Snapshot
9.3.3 Operating business segments
9.3.4 Product Portfolio
9.3.5 Business Performance
9.3.6 Key Strategic Moves and Developments
9.4 HTC
9.4.1 Company Overview
9.4.2 Company Snapshot
9.4.3 Operating business segments
9.4.4 Product Portfolio
9.4.5 Business Performance
9.4.6 Key strategic moves and developments
9.5 Magic Leap, Inc.
9.5.1 Company Overview
9.5.2 Company Snapshot
9.5.3 Operating business segments
9.5.4 Product Portfolio
9.5.5 Business Performance
9.5.6 Key Strategic Moves and Developments
9.6 Microsoft Corporation
9.6.1 Company Overview
9.6.2 Company Snapshot
9.6.3 Operating business segments
9.6.4 Product Portfolio
9.6.5 Business Performance
9.6.6 Key Strategic Moves and Developments
9.7 Osterhout Design Collection
9.7.1 Company Overview
9.7.2 Company Snapshot
9.7.3 Operating business segments
9.7.4 Product Portfolio
9.7.5 Business Performance
9.7.6 Key Strategic Moves and Developments
9.8 Samsung Electronics Co., Ltd
9.8.1 Company Overview
9.8.2 Company snapshot
9.8.3 Operating business segments
9.8.4 Product Portfolio
9.8.5 Business Performance
9.8.6 Key Strategic Moves and Developments
9.9 SONY COMPANY
9.9.1 Company Overview
9.9.2 Company Snapshot
9.9.3 Operating business segments
9.9.4 Product Group
9.9.5 Business Performance
9.9.6 Key strategic moves and developments
9.10 Wikitude GmbH
9.10.1 Company Overview
9.10.2 Company Snapshot
9.10.3 Operating business segments
9.10.4 Product Group
9.10.5 Business Performance
9.10.6 Key strategic moves and developments
For more information on this report visit https://www.researchandmarkets.com/r/a9rf6e-and?w=5
Contact:
Research and markets
Laura Woodmentor manager
press@researchandmarkets.com
For EST office hours, call +1-917-300-0470
For US/Canada, call toll-free at +1-800-526-8630
For GMT office hours, call +353-1-416-8900
US fax: 646-607-1907
Fax (outside the US): +353-1-481-1716
Logo- https://mma.prnewswire.com/media/539438/Research_and_Markets_Logo.jpg
View original content:https://www.prnewswire.com/news-releases/the-worldwide-augmented-and-virtual-reality-industry-is-estimated-to-reach-856-2-billion-by-2031–301733286.html
SOURCE Research and Markets