Augmented Reality and Virtual Reality Market is anticipated to reach USD 2,174.18 billion, growing at a rate of 46.74% CAGR by 2022–2030
The AR-VR market has been
divided into virtual reality devices and augmented reality devices based on the
device type.
By 2030, the augmented
reality and virtual reality (ARVR) market is anticipated to
reach USD 2,174.18 billion, growing at a rate of 46.74% CAGR (2022–2030).
The industry has been
bifurcated between handheld augmented reality and virtual reality based on
technology.
The industry has been
divided into devices, solutions, and applications based on the component.
The market has been split
into consumer electronics, aerospace & defence, media & entertainment, hospitality,
healthcare, automobile, BFSI, engineering, IT & telecommunication, travel
& tourism, education, and real estate, based on the vertical.
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Competitive
Outlook:
the major players
identified by MRFR in the global Augmented Reality and Virtual Reality market
as EON Reality Inc., Terminal Eleven (SkyView), Hewlett-Packard Company,
Augmented Pixels Inc., DAQRI LLC, Wikitude GmbH, Sony Corporation, Zapper
Limited, Virtalis Limited, Google LLC, awe.org Pty Ltd (buildar.com), HTC
Corporation, Samsung Group, Blippar, Microsoft Corporation, Facebook
Inc., Magic Leap Inc., PTC Inc., and Visteon Corporation.
Regional
Analysis:
The geographical analysis
of AR-VR market has been analyzed for North America, Europe, Asia-Pacific, and
the rest of the world.
Due to the association of
eminent market players and rising investors in AR / VR technology, North
America has been identified as the most significant market share in the AR / VR
market. Retail organisations are implementing AR devices for visual
merchandising of their products in Canada, the US, and Mexico. As a result of
their demand in the defence industry for simulation-based training in the
region, there is a rising need for head-mounted displays, accelerating market
growth in the North American region.
Europe has been assessed
as the second largest market share due to the growing adoption of VR / AR
technologies in the media & entertainment industry for play-stations and
mobile games. The industry also produces considerable revenue from the growing
implementation of virtual reality and augmented reality technologies in
countries such as France, the United Kingdom, Germany, Spain , Italy and other
European nations.
Asia-Pacific is expected
to account for the third-largest market share and is poised to experience
considerable growth in the coming years due to the acceptance of augmented
reality and virtual reality technologies for 3D modelling, 3D rendering, and
virtualization by various industry verticals. Business development is expected
to gather traction in nations such as China , India , Japan, Australia , South
Korea, among others.
With growing demand for
AR / VR technologies and acquisitions from key markets to provide solutions for
virtual and augmented reality to small and medium-sized enterprises in the
retail, medical and e-commerce sectors, the region of Latin America and the
Middle East & Africa is likely to reach substantial market growth.
Industry News
The global Augmented
Reality and Virtual Reality Trends has been affected due to the lockdown across
the regions. This pandemic situation has hampered the Augmented Reality and
Virtual Reality Growth as well as its productivity, supply chain, and others.
Moreover, the global market has lost its investors due to the increasing loss
for the products, supply, transportation, workforce, and others. However, in
the meantime, the key market players have implied various strategic techniques
to boost global market growth. Thus, to meet the global market demands, the
global market increased its speed in producing more valuable products for its
intended customers. Recently, the global market has stabilized its position in
the global market and is expected to register a higher Augmented Reality and
Virtual Reality Size for the forecast period.
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Full Report Details @ https://www.marketresearchfuture.com/reports/augmented-reality-virtual-reality-market-6884
1 Executive
Summary
2 Scope
of the Report
2.1 Market
Definition
2.2 Scope of the
Study
2.2.1 Research
objectives
2.2.2 Assumptions
& Limitations
2.3 Markets
Structure
3 Market
Research Methodology
3.1 Research
Process
3.2 Secondary
Research
3.3 Primary
Research
3.4 Forecast
Model
Continued….
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