全球擴增實境和虛擬實境市場:按技術、按產品、按設備類型、按應用、按地區 - 預測到 2029 年
市場調查報告書
商品編碼
1536659

全球擴增實境和虛擬實境市場:按技術、按產品、按設備類型、按應用、按地區 - 預測到 2029 年

Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region - Global Forecast to 2029

出版日期: | 出版商: MarketsandMarkets | 英文 308 Pages | 訂單完成後即時交付

價格

擴增實境和虛擬實境市場規模預計到2024年將達到221.2億美元,預計到2029年將達到963.2億美元,2024年至2029年的複合年成長率為34.2%。

擴增實境和虛擬實境市場成長的關鍵因素包括AR開發者生態系統的擴散、預算友善的VR設備的出現等。此外,AR和VR技術的廣泛採用、政府的持續舉措以及對研發的投資預計將為擴增實境和虛擬實境市場的市場參與企業提供一些成長機會。

調查範圍
調查年份 2020-2029
基準年 2023年
預測期 2024-2029
考慮單位 金額(十億美元)
按細分市場 按技術、產品、設備類型、應用和區域
目標區域 北美、歐洲、亞太等地區

半身臨其境型和全身臨其境型技術的虛擬實境市場預計在預測期內將出現較高的複合年成長率。這是由於模擬訓練和虛擬演練中擴大採用半身臨其境型技術,以及高水準的參與度,使用戶完全沉浸在數位環境中,以至於他們不再意識到自己的情況。完全身臨其境型技術的需求不斷成長所推動的,這種技術在高階遊戲、醫療模擬、虛擬旅遊和建築設計中受到高度青睞。

擴增實境和虛擬實境軟體在預測期內將擁有最大的市場規模。這是由於正在大規模實施的新興計劃。宜家和沃爾瑪等大公司都推出了 AR 原型,旨在改善客戶的購物體驗,反映出他們在這一領域的持續實驗。同時,在大眾消費主義的推動下,VR軟體在軟體開發套件的生產中發揮重要作用。例如,對 VR 技術提供進階支援的 SDK 包括 REALITY SDK、虛擬實境工具套件 (VRTK)、PlayStation 虛擬實境 (PSVR) 開發套件、Oculus SDK 和 Google 虛擬實境 SDK。此外,VR軟體還提供雲端基礎的服務,將擷取的影像與資料庫進行比較,並將相關資訊傳回行動裝置進行影像處理,例如偵測、調整大小和產生3D影像。

該報告研究了全球擴增實境和虛擬實境市場,包括按技術、產品、設備類型、應用程式、地區和參與市場的公司概況分類的趨勢。

目錄

第1章 簡介

第2章調查方法

第3章執行摘要

第 4 章重要考察

第5章市場概況

  • 介紹
  • 市場動態:擴增實境市場
  • 市場動態:虛擬實境市場
  • 價值鏈分析
  • 生態系分析
  • 投資金籌措場景
  • 影響客戶業務的趨勢/干擾
  • 技術分析
  • 價格分析
  • 波特五力分析
  • 主要相關人員和採購標準
  • 人工智慧/生成式人工智慧對擴增實境和虛擬實境市場的影響
  • 案例研究分析
  • 貿易分析
  • 專利分析
  • 監管狀況
  • 2024-2025 年重大會議與活動

第6章 開發擴增實境和虛擬實境技術的公司

  • 介紹
  • 小型企業
  • 中型公司
  • 大型企業

第7章擴增實境和虛擬實境市場(按技術)

  • 介紹
  • 擴增實境
  • 虛擬實境

第8章擴增實境和虛擬實境市場(按產品分類)

  • 介紹
  • 硬體
  • 軟體

第 9 章擴增實境與虛擬實境市場(按設備類型)

  • 介紹
  • 擴增實境設備
  • 虛擬實境設備

第10章擴增實境和虛擬實境市場(按應用)

  • 介紹
  • 擴增實境
  • 虛擬實境

第11章擴增實境和虛擬實境市場(按地區)

  • 介紹
  • 北美洲
  • 歐洲
  • 亞太地區
  • 其他領域

第12章競爭格局

  • 介紹
  • 2019-2024年主要策略/主要企業
  • 2023 年市場佔有率分析
  • 企業價值評估及財務指標
  • 品牌/產品比較
  • 2020-2023年收益分析
  • 企業評估矩陣:主要參與企業,2023
  • 企業評估矩陣:Start-Ups/小型企業,2023 年
  • 競爭場景

第13章 公司簡介

  • 主要參與企業
    • META
    • SONY CORPORATION
    • APPLE INC.
    • BYTEDANCE
    • DPVR
    • HTC CORPORATION
    • GOOGLE
    • MICROSOFT
    • SAMSUNG
    • PTC
    • SEIKO EPSON CORPORATION
    • LENOVO
  • 其他公司
    • EON REALITY
    • MAXST CO., LTD.
    • MAGIC LEAP, INC.
    • BLIPPAR GROUP LIMITED
    • ATHEER, INC.
    • VUZIX
    • NINTENDO
    • ULTRALEAP
    • PENUMBRA, INC.
    • PSICO SMART APPS SL
    • XIAOMI
    • PANASONIC CORPORATION
    • SCOPE AR
    • CONTINENTAL AG
    • VIRTUALLY LIVE
    • INTEL CORPORATION
    • CRAFTARS
    • BIDON GAMES STUDIO
    • APPENTUS TECHNOLOGIES
    • 3D CLOUD
    • WAYRAY AG

第14章附錄

Product Code: SE 2288

The Augmented and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period. The major factors driving the growth of augmented and virtual reality market includes the surging AR developer ecosystem, and presence of budget-friendly VR devices. Moreover, the ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies is expected to provide several growth opportunities for market players in the augmented and virtual reality market.

Scope of the Report
Years Considered for the Study2020-2029
Base Year2023
Forecast Period2024-2029
Units ConsideredValue (USD Billion)
SegmentsBy Enterprise, Technology, Offering, Application and Region
Regions coveredNorth America, Europe, APAC, RoW

Semi & Fully immersive technology is expected to register higher CAGR in the virtual reality market during the forecast period

The virtual reality market for semi & fully immersive technology is expected to register higher CAGR during the forecast period which is attributed to the increasing adoption of semi immersive technology in simulation training and virtual walkthroughs, and the increasing demand for fully immersive technology as they deliver high level of engagement which completely transports users into a digital environment to an extent that they lose awareness of their physical surroundings, which is highly preferrable in high-end gaming, medical simulations, virtual tours and architectural designs.

Software segment is expected to have the largest market size during the forecast period

The augmented and virtual reality software is expected to have the largest market size during the forecast period. This is attributed to the emerging projects that are transitioning into large-scale implementations. Major companies like IKEA and Walmart have launched their AR prototypes that aims at enhancing customer shopping experiences which reflects the ongoing experimentation in this sector. On the other hand, VR software plays a crucial role in manufacturing software development kits which is accelerated by mass consumerism. For instance, SDKs that highly support VR technology are REALITY SDK, Virtual Reality Tool Kit (VRTK), PlayStation Virtual Reality (PSVR) dev kit, Oculus SDK, and Google Virtual Reality SDK. Furthermore, VR software also provides cloud-based services that are used to compare captured images with a database, delivering relevant information back to the mobile device, which then handles image processing, including detection, resizing, and generating 3D images.

The break-up of profile of primary participants in the augmented and virtual reality market-

  • By Company Type: Tier 1 - 15%, Tier 2 - 50%, Tier 3 - 20%
  • By Designation Type: C Level - 45%, Director Level - 35%, Others - 20%
  • By Region Type: North America - 45%, Europe - 35%, Asia Pacific - 12%, Rest of the World (RoW) - 8%

The major players of the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China) among others.

Research Coverage

The report segments the augmented and virtual reality market and forecasts its size based on technology, offering, device type, application, and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.

Reasons to buy the report:

The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall augmented and virtual reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

  • Analysis of key drivers (surging AR developer ecosystem, and presence of budget-friendly VR devices), restraints (high costs of AR technology, and presence of technological limitations), opportunities (ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies), and challenges (display latency issues in AR and VR, high energy consumption in VR and limited field of vision in AR) influencing the growth of the augmented and virtual reality market.
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions in the augmented and virtual reality market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the augmented and virtual reality market across varied regions.
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the augmented and virtual reality market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies and product offerings of leading players like Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China).

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED
    • 1.3.2 REGIONAL SCOPE
    • 1.3.3 INCLUSIONS AND EXCLUSIONS
    • 1.3.4 YEARS CONSIDERED
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 LIMITATIONS
  • 1.7 STAKEHOLDERS
  • 1.8 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH APPROACH
    • 2.1.1 SECONDARY DATA
      • 2.1.1.1 List of key secondary sources
      • 2.1.1.2 Key data from secondary sources
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 List of primary interview participants
      • 2.1.2.2 Breakdown of primaries
      • 2.1.2.3 Key data from primary sources
      • 2.1.2.4 Key industry insights
    • 2.1.3 SECONDARY AND PRIMARY RESEARCH
  • 2.2 MARKET SIZE ESTIMATION METHODOLOGY
    • 2.2.1 BOTTOM-UP APPROACH
      • 2.2.1.1 Approach to arrive at market size using bottom-up analysis (demand side)
    • 2.2.2 TOP-DOWN APPROACH
      • 2.2.2.1 Approach to arrive at market size using top-down analysis (supply side)
  • 2.3 FORECAST
  • 2.4 MARKET BREAKDOWN AND DATA TRIANGULATION
  • 2.5 RESEARCH ASSUMPTIONS
  • 2.6 RISK ANALYSIS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN AUGMENTED REALITY MARKET
  • 4.2 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN VIRTUAL REALITY MARKET
  • 4.3 AUGMENTED REALITY MARKET, BY APPLICATION
  • 4.4 VIRTUAL REALITY MARKET, BY APPLICATION
  • 4.5 AUGMENTED REALITY MARKET, BY OFFERING
  • 4.6 VIRTUAL REALITY MARKET, BY OFFERING
  • 4.7 AUGMENTED REALITY MARKET, BY DEVICE TYPE
  • 4.8 VIRTUAL REALITY MARKET, BY DEVICE TYPE
  • 4.9 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY
  • 4.10 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY
  • 4.11 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS: AUGMENTED REALITY MARKET
    • 5.2.1 DRIVERS
      • 5.2.1.1 Rising integration of virtual game elements to foster real-world interactions
      • 5.2.1.2 Growing emphasis on providing immersive shopping experiences
      • 5.2.1.3 Increasing use of AR technology in industrial sectors
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 High implementation costs of AR technology
      • 5.2.2.2 Security and privacy concerns
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Surging deployment of AR devices to improve medical procedures
      • 5.2.3.2 Increasing spending on in-car technologies with surging demand for safer vehicles
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Display latency and limited field of view
      • 5.2.4.2 Flexibility and compatibility issues
  • 5.3 MARKET DYNAMICS: VIRTUAL REALITY MARKET
    • 5.3.1 DRIVERS
      • 5.3.1.1 Rising integration of advanced haptic feedback tools to improve VR experiences
      • 5.3.1.2 Growing focus on improving collaboration and communication
      • 5.3.1.3 Increasing availability of budget-friendly VR devices
    • 5.3.2 RESTRAINTS
      • 5.3.2.1 Weight distribution and ergonomic design flaws
    • 5.3.3 OPPORTUNITIES
      • 5.3.3.1 Rising popularity of remote medical consultations and telemedicine
      • 5.3.3.2 Surging investments in VR hardware components
    • 5.3.4 CHALLENGES
      • 5.3.4.1 High energy consumption
      • 5.3.4.2 Display resolution issues
  • 5.4 VALUE CHAIN ANALYSIS
  • 5.5 ECOSYSTEM ANALYSIS
  • 5.6 INVESTMENT AND FUNDING SCENARIO
  • 5.7 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.8 TECHNOLOGY ANALYSIS
    • 5.8.1 KEY TECHNOLOGIES
      • 5.8.1.1 AR smart glasses
      • 5.8.1.2 VR-based microdisplays
      • 5.8.1.3 Mobile AR
      • 5.8.1.4 Near-eye displays
    • 5.8.2 COMPLEMENTARY TECHNOLOGIES
      • 5.8.2.1 AR-powered displays
      • 5.8.2.2 AR/VR-based monitors
      • 5.8.2.3 Web-based AR
    • 5.8.3 ADJACENT TECHNOLOGIES
      • 5.8.3.1 Metaverse
  • 5.9 PRICING ANALYSIS
    • 5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
    • 5.9.2 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE
    • 5.9.3 AVERAGE SELLING PRICE TREND, BY REGION
  • 5.10 PORTER'S FIVE FORCES ANALYSIS
    • 5.10.1 THREAT OF NEW ENTRANTS
    • 5.10.2 THREAT OF SUBSTITUTES
    • 5.10.3 BARGAINING POWER OF SUPPLIERS
    • 5.10.4 BARGAINING POWER OF BUYERS
    • 5.10.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.11 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.11.2 BUYING CRITERIA
  • 5.12 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET
  • 5.13 CASE STUDY ANALYSIS
    • 5.13.1 HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS
    • 5.13.2 VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION
    • 5.13.3 HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS
    • 5.13.4 META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES
  • 5.14 TRADE ANALYSIS
    • 5.14.1 IMPORT SCENARIO (HS CODE 9004)
    • 5.14.2 EXPORT SCENARIO (HS CODE 9004)
  • 5.15 PATENT ANALYSIS
  • 5.16 REGULATORY LANDSCAPE
    • 5.16.1 REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.16.2 REGULATIONS
  • 5.17 KEY CONFERENCES AND EVENTS, 2024-2025

6 ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES

  • 6.1 INTRODUCTION
  • 6.2 SMALL-SIZED ENTERPRISES
  • 6.3 MEDIUM-SIZED ENTERPRISES
  • 6.4 LARGE ENTERPRISES

7 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 7.1 INTRODUCTION
  • 7.2 AUGMENTED REALITY
    • 7.2.1 MARKER-BASED
      • 7.2.1.1 Increasing need for cost-effective and reliable technology to drive market
      • 7.2.1.2 Passive marker
      • 7.2.1.3 Active marker
    • 7.2.2 MARKERLESS
      • 7.2.2.1 Mounting demand for smartphones and tablets to fuel segmental growth
      • 7.2.2.2 Model-based tracking
      • 7.2.2.3 Image processing-based tracking
    • 7.2.3 ANCHOR-BASED
      • 7.2.3.1 Growing need to effectively overlay virtual images for real-world detection to augment segmental growth
  • 7.3 VIRTUAL REALITY
    • 7.3.1 NON-IMMERSIVE
      • 7.3.1.1 Cost-effectiveness and ease of implementation to expedite segmental growth
    • 7.3.2 SEMI & FULLY IMMERSIVE
      • 7.3.2.1 Adoption in high-end gaming and medical simulations to fuel segmental growth

8 AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING

  • 8.1 INTRODUCTION
  • 8.2 HARDWARE
    • 8.2.1 SENSORS
      • 8.2.1.1 Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth
    • 8.2.2 SEMICONDUCTOR COMPONENTS
      • 8.2.2.1 Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth
    • 8.2.3 DISPLAYS & PROJECTORS
      • 8.2.3.1 Rapid advancement in optical technology to contribute to segmental growth
    • 8.2.4 POSITION/ROOM TRACKERS
      • 8.2.4.1 Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth
    • 8.2.5 CAMERAS
      • 8.2.5.1 Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth
    • 8.2.6 OTHER HARDWARE COMPONENTS
  • 8.3 SOFTWARE
    • 8.3.1 INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH
    • 8.3.2 BY FUNCTION
      • 8.3.2.1 Remote collaboration
      • 8.3.2.2 Workflow optimization
      • 8.3.2.3 Documentation
      • 8.3.2.4 Visualization
      • 8.3.2.5 3D modeling
      • 8.3.2.6 Navigation

9 AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 9.1 INTRODUCTION
  • 9.2 AUGMENTED REALITY DEVICES
    • 9.2.1 HEAD-MOUNTED DISPLAYS
      • 9.2.1.1 Use in navigation and gaming to provide interactive experiences to foster segmental growth
      • 9.2.1.2 Smart glasses
      • 9.2.1.3 Smart helmets
    • 9.2.2 HEAD-UP DISPLAYS
      • 9.2.2.1 Integration into automobiles to provide safety alerts to contribute to segmental growth
  • 9.3 VIRTUAL REALITY DEVICES
    • 9.3.1 HEAD-MOUNTED DISPLAYS
      • 9.3.1.1 Demand for immersive entertainment and gaming experiences to boost segmental growth
    • 9.3.2 GESTURE-TRACKING DEVICES
      • 9.3.2.1 Utilization in rehabilitation and physical therapy to accelerate segmental growth
        • 9.3.2.1.1 Data gloves
        • 9.3.2.1.2 Other gesture-tracking devices
    • 9.3.3 PROJECTORS & DISPLAY WALLS
      • 9.3.3.1 Adoption to create large-scale visualizations to fuel segmental growth

10 AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

  • 10.1 INTRODUCTION
  • 10.2 AUGMENTED REALITY APPLICATIONS
    • 10.2.1 CONSUMER
      • 10.2.1.1 Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth
      • 10.2.1.2 Gaming
      • 10.2.1.3 Sports & entertainment
        • 10.2.1.3.1 Archaeological sites
        • 10.2.1.3.2 Theme parks
        • 10.2.1.3.3 Art galleries & exhibitions
    • 10.2.2 COMMERCIAL
      • 10.2.2.1 Rise in internet access and online sales to contribute to segmental growth
      • 10.2.2.2 Retail & e-commerce
        • 10.2.2.2.1 Jewelry
        • 10.2.2.2.2 Beauty & cosmetics
        • 10.2.2.2.3 Apparel fitting
        • 10.2.2.2.4 Grocery shopping
        • 10.2.2.2.5 Footwear
        • 10.2.2.2.6 Furniture & lighting design
      • 10.2.2.3 Travel & tourism
      • 10.2.2.4 E-learning
    • 10.2.3 ENTERPRISE
      • 10.2.3.1 Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth
    • 10.2.4 HEALTHCARE
      • 10.2.4.1 Increased demand for advanced imaging equipment to boost segmental growth
      • 10.2.4.2 Surgery
      • 10.2.4.3 Fitness management
      • 10.2.4.4 Patient care management
      • 10.2.4.5 Pharmacy management
      • 10.2.4.6 Medical training & education
      • 10.2.4.7 Other healthcare applications
    • 10.2.5 AEROSPACE & DEFENSE
      • 10.2.5.1 Need for quick identification of aircraft defects and damage to augment segmental growth
    • 10.2.6 ENERGY
      • 10.2.6.1 Strong focus on ensuring compliance with safety regulations to foster segmental growth
    • 10.2.7 AUTOMOTIVE
      • 10.2.7.1 Adoption of advanced driver-assistance systems to enhance road safety to drive market
    • 10.2.8 OTHER AR APPLICATIONS
      • 10.2.8.1 Agriculture
      • 10.2.8.2 Construction
      • 10.2.8.3 Transportation & logistics
      • 10.2.8.4 Public safety
      • 10.2.8.5 Telecom/IT data centers
  • 10.3 VIRTUAL REALITY APPLICATIONS
    • 10.3.1 CONSUMER
      • 10.3.1.1 Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth
      • 10.3.1.2 Gaming & entertainment
      • 10.3.1.3 Sports
    • 10.3.2 COMMERCIAL
      • 10.3.2.1 Rising emphasis on effective marketing and advertising to contribute to segmental growth
        • 10.3.2.1.1 Retail & e-commerce
        • 10.3.2.1.2 Education & training
        • 10.3.2.1.3 Travel & tourism
        • 10.3.2.1.4 Advertising
    • 10.3.3 ENTERPRISE
      • 10.3.3.1 Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth
    • 10.3.4 HEALTHCARE
      • 10.3.4.1 Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth
        • 10.3.4.1.1 Surgery
        • 10.3.4.1.2 Patient care management
        • 10.3.4.1.3 Fitness management
        • 10.3.4.1.4 Pharmacy management
        • 10.3.4.1.5 Medical training & education
    • 10.3.5 AEROSPACE & DEFENSE
      • 10.3.5.1 Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth
    • 10.3.6 OTHER VR APPLICATIONS
      • 10.3.6.1 Automotive
      • 10.3.6.2 Real estate
      • 10.3.6.3 Geospatial mining

11 AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION

  • 11.1 INTRODUCTION
  • 11.2 NORTH AMERICA
    • 11.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    • 11.2.2 US
      • 11.2.2.1 Rising deployment of innovative technologies for marketing and promotional campaigns to drive market
    • 11.2.3 CANADA
      • 11.2.3.1 Burgeoning tourism and hospitality sectors to contribute to market growth
    • 11.2.4 MEXICO
      • 11.2.4.1 Increasing development of VR-powered training centers to combat crime to fuel market growth
  • 11.3 EUROPE
    • 11.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
    • 11.3.2 GERMANY
      • 11.3.2.1 Increasing development of virtual car dealerships to boost market growth
    • 11.3.3 FRANCE
      • 11.3.3.1 Escalating adoption of digital displays to accelerate market growth
    • 11.3.4 UK
      • 11.3.4.1 Rapid digital transformation to contribute to market growth
    • 11.3.5 REST OF EUROPE
  • 11.4 ASIA PACIFIC
    • 11.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    • 11.4.2 CHINA
      • 11.4.2.1 Growing population and smartphone adoption to foster market growth
    • 11.4.3 INDIA
      • 11.4.3.1 Rise in online robotics education to augment market growth
    • 11.4.4 JAPAN
      • 11.4.4.1 Increasing deployment of advanced technologies in healthcare sector to drive market
    • 11.4.5 SOUTH KOREA
      • 11.4.5.1 Rising emphasis on streamlining grocery shopping experience to boost market growth
    • 11.4.6 REST OF ASIA PACIFIC
  • 11.5 ROW
    • 11.5.1 MACROECONOMIC OUTLOOK FOR ROW
    • 11.5.2 MIDDLE EAST & AFRICA
      • 11.5.2.1 Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth
      • 11.5.2.2 GCC countries
      • 11.5.2.3 Africa & Rest of Middle East
    • 11.5.3 SOUTH AMERICA
      • 11.5.3.1 Expansion of consumer sector to expedite market growth

12 COMPETITIVE LANDSCAPE

  • 12.1 INTRODUCTION
  • 12.2 KEY STRATEGIES/RIGHT TO WIN, 2019-2024
  • 12.3 MARKET SHARE ANALYSIS, 2023
  • 12.4 COMPANY VALUATION AND FINANCIAL METRICS
  • 12.5 BRAND/PRODUCT COMPARISON
  • 12.6 REVENUE ANALYSIS, 2020-2023
  • 12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    • 12.7.1 STARS
    • 12.7.2 EMERGING LEADERS
    • 12.7.3 PERVASIVE PLAYERS
    • 12.7.4 PARTICIPANTS
    • 12.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
      • 12.7.5.1 Company footprint
      • 12.7.5.2 Technology footprint
      • 12.7.5.3 Offering footprint
      • 12.7.5.4 Device type footprint
      • 12.7.5.5 Application footprint
      • 12.7.5.6 Region footprint
  • 12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    • 12.8.1 PROGRESSIVE COMPANIES
    • 12.8.2 RESPONSIVE COMPANIES
    • 12.8.3 DYNAMIC COMPANIES
    • 12.8.4 STARTING BLOCKS
    • 12.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
      • 12.8.5.1 Detailed list of key startups/SMEs
      • 12.8.5.2 Competitive benchmarking of key startups/SMEs
  • 12.9 COMPETITIVE SCENARIO
    • 12.9.1 PRODUCT LAUNCHES
    • 12.9.2 DEALS
    • 12.9.3 EXPANSIONS
    • 12.9.4 OTHERS

13 COMPANY PROFILES

  • 13.1 KEY PLAYERS
    • 13.1.1 META
      • 13.1.1.1 Business overview
      • 13.1.1.2 Products/Solutions/Services offered
      • 13.1.1.3 Recent developments
        • 13.1.1.3.1 Product launches
        • 13.1.1.3.2 Deals
      • 13.1.1.4 MnM view
        • 13.1.1.4.1 Key strengths/Right to win
        • 13.1.1.4.2 Strategic choices
        • 13.1.1.4.3 Weaknesses/Competitive threats
    • 13.1.2 SONY CORPORATION
      • 13.1.2.1 Business overview
      • 13.1.2.2 Products/Solutions/Services offered
      • 13.1.2.3 Recent developments
        • 13.1.2.3.1 Product launches
        • 13.1.2.3.2 Deals
        • 13.1.2.3.3 Expansions
      • 13.1.2.4 MnM view
        • 13.1.2.4.1 Key strengths/Right to win
        • 13.1.2.4.2 Strategic choices
        • 13.1.2.4.3 Weaknesses/Competitive threats
    • 13.1.3 APPLE INC.
      • 13.1.3.1 Business overview
      • 13.1.3.2 Products/Solutions/Services offered
      • 13.1.3.3 Recent developments
        • 13.1.3.3.1 Product launches
      • 13.1.3.4 MnM view
        • 13.1.3.4.1 Key strengths/Right to win
        • 13.1.3.4.2 Strategic choices
        • 13.1.3.4.3 Weaknesses/Competitive threats
    • 13.1.4 BYTEDANCE
      • 13.1.4.1 Business overview
      • 13.1.4.2 Products/Solutions/Services offered
      • 13.1.4.3 Recent developments
        • 13.1.4.3.1 Product launches
        • 13.1.4.3.2 Deals
      • 13.1.4.4 MnM view
        • 13.1.4.4.1 Key strengths/Right to win
        • 13.1.4.4.2 Strategic choices
        • 13.1.4.4.3 Weaknesses/Competitive threats
    • 13.1.5 DPVR
      • 13.1.5.1 Business overview
      • 13.1.5.2 Products/Solutions/Services offered
      • 13.1.5.3 Recent developments
        • 13.1.5.3.1 Product launches
        • 13.1.5.3.2 Deals
      • 13.1.5.4 MnM view
        • 13.1.5.4.1 Key strengths/Right to win
        • 13.1.5.4.2 Strategic choices
        • 13.1.5.4.3 Weaknesses/Competitive threats
    • 13.1.6 HTC CORPORATION
      • 13.1.6.1 Business overview
      • 13.1.6.2 Products/Solutions/Services offered
      • 13.1.6.3 Recent developments
        • 13.1.6.3.1 Product launches
        • 13.1.6.3.2 Deals
      • 13.1.6.4 MnM view
        • 13.1.6.4.1 Key strengths/Right to win
        • 13.1.6.4.2 Strategic choices
        • 13.1.6.4.3 Weaknesses/Competitive threats
    • 13.1.7 GOOGLE
      • 13.1.7.1 Business overview
      • 13.1.7.2 Products/Solutions/Services offered
      • 13.1.7.3 Recent developments
        • 13.1.7.3.1 Product launches
        • 13.1.7.3.2 Deals
    • 13.1.8 MICROSOFT
      • 13.1.8.1 Business overview
      • 13.1.8.2 Products/Solutions/Services offered
      • 13.1.8.3 Recent developments
        • 13.1.8.3.1 Product launches
        • 13.1.8.3.2 Deals
        • 13.1.8.3.3 Others
    • 13.1.9 SAMSUNG
      • 13.1.9.1 Business overview
      • 13.1.9.2 Products/Solutions/Services offered
      • 13.1.9.3 Recent developments
        • 13.1.9.3.1 Product launches
        • 13.1.9.3.2 Deals
    • 13.1.10 PTC
      • 13.1.10.1 Business overview
      • 13.1.10.2 Products/Solutions/Services offered
      • 13.1.10.3 Recent developments
        • 13.1.10.3.1 Deals
    • 13.1.11 SEIKO EPSON CORPORATION
      • 13.1.11.1 Business overview
      • 13.1.11.2 Products/Solutions/Services offered
      • 13.1.11.3 Recent developments
        • 13.1.11.3.1 Product launches
    • 13.1.12 LENOVO
      • 13.1.12.1 Business overview
      • 13.1.12.2 Products/Solutions/Services offered
      • 13.1.12.3 Recent developments
        • 13.1.12.3.1 Product launches
        • 13.1.12.3.2 Deals
  • 13.2 OTHER PLAYERS
    • 13.2.1 EON REALITY
    • 13.2.2 MAXST CO., LTD.
    • 13.2.3 MAGIC LEAP, INC.
    • 13.2.4 BLIPPAR GROUP LIMITED
    • 13.2.5 ATHEER, INC.
    • 13.2.6 VUZIX
    • 13.2.7 NINTENDO
    • 13.2.8 ULTRALEAP
    • 13.2.9 PENUMBRA, INC.
    • 13.2.10 PSICO SMART APPS S.L.
    • 13.2.11 XIAOMI
    • 13.2.12 PANASONIC CORPORATION
    • 13.2.13 SCOPE AR
    • 13.2.14 CONTINENTAL AG
    • 13.2.15 VIRTUALLY LIVE
    • 13.2.16 INTEL CORPORATION
    • 13.2.17 CRAFTARS
    • 13.2.18 BIDON GAMES STUDIO
    • 13.2.19 APPENTUS TECHNOLOGIES
    • 13.2.20 3D CLOUD
    • 13.2.21 WAYRAY AG

14 APPENDIX

  • 14.1 INSIGHTS FROM INDUSTRY EXPERTS
  • 14.2 DISCUSSION GUIDE
  • 14.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4 CUSTOMIZATION OPTIONS
  • 14.5 RELATED REPORTS
  • 14.6 AUTHOR DETAILS

List of Tables

  • TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET FORECAST
  • TABLE 2 AUGMENTED AND VIRTUAL REALITY MARKET: RESEARCH ASSUMPTIONS
  • TABLE 3 AUGMENTED AND VIRTUAL REALITY MARKET: RISK ANALYSIS
  • TABLE 4 ROLE OF COMPANIES IN AUGMENTED AND VIRTUAL REALITY ECOSYSTEM
  • TABLE 5 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED BY KEY PLAYERS, 2020-2023 (USD)
  • TABLE 6 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED BY KEY PLAYERS, 2020-2023 (USD)
  • TABLE 7 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES, 2020-2023 (USD)
  • TABLE 8 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES, 2020-2023 (USD)
  • TABLE 9 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020-2023 (USD)
  • TABLE 10 PORTER'S FIVE FORCES ANALYSIS
  • TABLE 11 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS (%)
  • TABLE 12 AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR TOP TWO APPLICATIONS
  • TABLE 13 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 14 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023 (USD MILLION)
  • TABLE 15 NUMBER OF PATENTS APPLIED AND GRANTED, 2013-2023
  • TABLE 16 LIST OF PATENTS, 2022-2023
  • TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 21 LIST OF CONFERENCES AND EVENTS, 2024-2025
  • TABLE 22 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION)
  • TABLE 23 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION)
  • TABLE 24 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AUGMENTED REALITY TECHNOLOGY
  • TABLE 25 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION)
  • TABLE 26 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION)
  • TABLE 27 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020-2023 (USD MILLION)
  • TABLE 28 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION)
  • TABLE 29 AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 30 AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 31 VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 32 VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 33 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT, 2020-2023 (USD MILLION)
  • TABLE 34 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT, 2024-2029 (USD MILLION)
  • TABLE 35 HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 36 HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 37 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2020-2023 (USD MILLION)
  • TABLE 38 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT, 2024-2029 (USD MILLION)
  • TABLE 39 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 40 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 41 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 42 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 43 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 44 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 45 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 46 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 47 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020-2023 (THOUSAND UNITS)
  • TABLE 48 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024-2029 (THOUSAND UNITS)
  • TABLE 49 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 50 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 51 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020-2023 (THOUSAND UNITS)
  • TABLE 52 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024-2029 (THOUSAND UNITS)
  • TABLE 53 AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 54 AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 55 CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 56 CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 57 CONSUMER: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 58 CONSUMER: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 59 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS
  • TABLE 60 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 61 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 62 COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 63 COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 64 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATIONS
  • TABLE 65 ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 66 ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 67 ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 68 ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 69 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATIONS
  • TABLE 70 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 71 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 72 HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 73 HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 74 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATIONS
  • TABLE 75 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 76 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 77 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 78 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 79 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATIONS
  • TABLE 80 ENERGY: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 81 ENERGY: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 82 ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 83 ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 84 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATIONS
  • TABLE 85 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 86 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 87 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 88 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 89 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS
  • TABLE 90 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 91 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 92 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 93 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 94 USE CASES OF AUGMENTED REALITY IN OTHER AR APPLICATIONS
  • TABLE 95 VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 96 VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 97 CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 98 CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 99 CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 100 CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 101 USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS
  • TABLE 102 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 103 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 104 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 105 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 106 USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS
  • TABLE 107 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 108 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 109 ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 110 ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 111 USE CASES OF VIRTUAL REALITY IN ENTERPRISE APPLICATIONS
  • TABLE 112 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 113 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 114 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 115 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 116 USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS
  • TABLE 117 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 118 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 119 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 120 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 121 USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS
  • TABLE 122 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 123 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 124 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 125 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 126 USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS
  • TABLE 127 AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 128 AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 129 VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 130 VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 131 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 132 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 133 NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 134 NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 135 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 136 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 137 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 138 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 139 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 140 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 141 EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 142 EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 143 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 144 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 145 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 146 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 147 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 148 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 149 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 150 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 151 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 152 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 153 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 154 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 155 ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 156 ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 157 ROW: AUGMENTED REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 158 ROW: AUGMENTED REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 159 MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 160 MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 161 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 162 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 163 ROW: VIRTUAL REALITY MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 164 ROW: VIRTUAL REALITY MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 165 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 166 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 167 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019-2024
  • TABLE 168 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES, 2023
  • TABLE 169 AUGMENTED AND VIRTUAL REALITY MARKET: TECHNOLOGY FOOTPRINT
  • TABLE 170 AUGMENTED AND VIRTUAL REALITY MARKET: OFFERING FOOTPRINT
  • TABLE 171 AUGMENTED AND VIRTUAL REALITY MARKET: DEVICE TYPE FOOTPRINT
  • TABLE 172 AUGMENTED AND VIRTUAL REALITY MARKET: APPLICATION FOOTPRINT
  • TABLE 173 AUGMENTED AND VIRTUAL REALITY MARKET: REGION FOOTPRINT
  • TABLE 174 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF KEY STARTUP/SMES
  • TABLE 175 AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
  • TABLE 176 AUGMENTED AND VIRTUAL REALITY MARKET: PRODUCT LAUNCHES, DECEMBER 2019-JUNE 2024
  • TABLE 177 AUGMENTED AND VIRTUAL REALITY MARKET: DEALS, DECEMBER 2019-JUNE 2024
  • TABLE 178 AUGMENTED AND VIRTUAL REALITY MARKET: EXPANSIONS, DECEMBER 2019-JUNE 2024
  • TABLE 179 AUGMENTED AND VIRTUAL REALITY MARKET: OTHERS, DECEMBER 2019-JUNE 2024
  • TABLE 180 META: COMPANY OVERVIEW
  • TABLE 181 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 182 META: PRODUCT LAUNCHES
  • TABLE 183 META: DEALS
  • TABLE 184 SONY CORPORATION: COMPANY OVERVIEW
  • TABLE 185 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 186 SONY CORPORATION: PRODUCT LAUNCHES
  • TABLE 187 SONY CORPORATION: DEALS
  • TABLE 188 SONY CORPORATION: EXPANSIONS
  • TABLE 189 APPLE INC.: COMPANY OVERVIEW
  • TABLE 190 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 191 APPLE INC.: PRODUCT LAUNCHES
  • TABLE 192 BYTEDANCE: COMPANY OVERVIEW
  • TABLE 193 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 194 BYTEDANCE: PRODUCT LAUNCHES
  • TABLE 195 BYTEDANCE: DEALS
  • TABLE 196 DPVR: COMPANY OVERVIEW
  • TABLE 197 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 198 DPVR: PRODUCT LAUNCHES
  • TABLE 199 DPVR: DEALS
  • TABLE 200 HTC CORPORATION: COMPANY OVERVIEW
  • TABLE 201 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 202 HTC CORPORATION: PRODUCT LAUNCHES
  • TABLE 203 HTC CORPORATION: DEALS
  • TABLE 204 GOOGLE: COMPANY OVERVIEW
  • TABLE 205 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 206 GOOGLE: PRODUCT LAUNCHES
  • TABLE 207 GOOGLE: DEALS
  • TABLE 208 MICROSOFT: COMPANY OVERVIEW
  • TABLE 209 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 210 MICROSOFT: PRODUCT LAUNCHES
  • TABLE 211 MICROSOFT: DEALS
  • TABLE 212 MICROSOFT: OTHERS
  • TABLE 213 SAMSUNG: COMPANY OVERVIEW
  • TABLE 214 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 215 SAMSUNG: PRODUCT LAUNCHES
  • TABLE 216 SAMSUNG: DEALS
  • TABLE 217 PTC: COMPANY OVERVIEW
  • TABLE 218 PTC: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 219 PTC: DEALS
  • TABLE 220 SEIKO EPSON CORPORATION: COMPANY OVERVIEW
  • TABLE 221 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 222 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES
  • TABLE 223 LENOVO: COMPANY OVERVIEW
  • TABLE 224 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 225 LENOVO: PRODUCT LAUNCHES
  • TABLE 226 LENOVO: DEALS

List of Figures

  • FIGURE 1 AUGMENTED REALITY MARKET SEGMENTATION
  • FIGURE 2 VIRTUAL REALITY MARKET SEGMENTATION
  • FIGURE 3 AUGMENTED REALITY MARKET: RESEARCH DESIGN
  • FIGURE 4 VIRTUAL REALITY MARKET: RESEARCH DESIGN
  • FIGURE 5 AUGMENTED AND VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH
  • FIGURE 6 AUGMENTED AND VIRTUAL REALITY MARKET: TOP-DOWN APPROACH
  • FIGURE 7 AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 1)
  • FIGURE 8 AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 2)
  • FIGURE 9 AUGMENTED AND VIRTUAL REALITY MARKET: DATA TRIANGULATION
  • FIGURE 10 AUGMENTED REALITY MARKET SNAPSHOT
  • FIGURE 11 VIRTUAL REALITY MARKET SNAPSHOT
  • FIGURE 12 SOFTWARE SEGMENT TO DOMINATE AUGMENTED REALITY MARKET BETWEEN 2024 AND 2029
  • FIGURE 13 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SHARE OF VIRTUAL REALITY MARKET IN 2024
  • FIGURE 14 AUGMENTED REALITY SEGMENT TO ACCOUNT FOR LARGER MARKET SHARE IN 2029
  • FIGURE 15 HEAD-MOUNTED DISPLAYS SEGMENT TO REGISTER HIGHER CAGR IN AUGMENTED REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 16 GESTURE-TRACKING DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 17 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
  • FIGURE 18 CONSUMER SEGMENT TO DOMINATE VIRTUAL REALITY MARKET FROM 2024 TO 2029
  • FIGURE 19 NORTH AMERICA HELD LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2023
  • FIGURE 20 ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 21 RAPID ADVANCEMENT IN GAMING TECHNOLOGIES TO CONTRIBUTE TO AUGMENTED REALITY MARKET GROWTH
  • FIGURE 22 RISING NEED FOR INNOVATIVE TECHNOLOGIES TO SUPPORT REMOTE WORK TO DRIVE VIRTUAL REALITY MARKET
  • FIGURE 23 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
  • FIGURE 24 CONSUMER SEGMENT TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2024
  • FIGURE 25 SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
  • FIGURE 26 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 27 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2024
  • FIGURE 28 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029
  • FIGURE 29 AUGMENTED REALITY SEGMENT TO HOLD LARGER MARKET SHARE IN 2029
  • FIGURE 30 ENTERPRISE AND CHINA TO HOLD LARGEST SHARES OF AUGMENTED REALITY MARKET IN ASIA PACIFIC IN 2024
  • FIGURE 31 CONSUMER AND CHINA TO ACCOUNT FOR LARGEST SHARES OF VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2024
  • FIGURE 32 AUGMENTED REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 33 AUGMENTED REALITY MARKET IMPACT ANALYSIS: DRIVERS
  • FIGURE 34 AUGMENTED REALITY MARKET IMPACT ANALYSIS: RESTRAINTS
  • FIGURE 35 AUGMENTED REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES
  • FIGURE 36 AUGMENTED REALITY MARKET IMPACT ANALYSIS: CHALLENGES
  • FIGURE 37 VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 38 VIRTUAL REALITY MARKET IMPACT ANALYSIS: DRIVERS
  • FIGURE 39 VIRTUAL REALITY MARKET IMPACT ANALYSIS: RESTRAINTS
  • FIGURE 40 VIRTUAL REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES
  • FIGURE 41 VIRTUAL REALITY MARKET IMPACT ANALYSIS: CHALLENGES
  • FIGURE 42 AUGMENTED AND VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS
  • FIGURE 43 AUGMENTED AND VIRTUAL REALITY ECOSYSTEM
  • FIGURE 44 INVESTMENT AND FUNDING SCENARIO, 2019-2024 (USD MILLION)
  • FIGURE 45 AUGMENTED AND VIRTUAL REALITY MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • FIGURE 46 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED BY KEY PLAYERS (USD)
  • FIGURE 47 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED BY KEY PLAYERS (USD)
  • FIGURE 48 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES, 2020-2023 (USD)
  • FIGURE 49 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES, 2020-2023 (USD)
  • FIGURE 50 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020-2023 (USD)
  • FIGURE 51 PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 52 IMPACT OF PORTER'S FIVE FORCES ON AUGMENTED AND VIRTUAL REALITY MARKET, 2023
  • FIGURE 53 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS
  • FIGURE 54 AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR TOP TWO APPLICATIONS
  • FIGURE 55 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET
  • FIGURE 56 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023
  • FIGURE 57 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023
  • FIGURE 58 AUGMENTED AND VIRTUAL REALITY MARKET: PATENTS APPLIED AND GRANTED, 2013-2023
  • FIGURE 59 AUGMENTED REALITY SEGMENT TO CAPTURE MAJORITY OF MARKET SHARE IN 2029
  • FIGURE 60 MARKERLESS SEGMENT TO DOMINATE AUGMENTED REALITY MARKET FROM 2024 TO 2029
  • FIGURE 61 SEMI & FULLY IMMERSIVE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029
  • FIGURE 62 HARDWARE SEGMENT TO EXHIBIT HIGHER CAGR IN AUGMENTED REALITY MARKET BETWEEN 2024 AND 2029
  • FIGURE 63 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 64 DISPLAYS & PROJECTORS SEGMENT TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2029
  • FIGURE 65 DISPLAYS & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 66 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGER SHARE OF AUGMENTED REALITY MARKET IN 2029
  • FIGURE 67 GESTURE-TRACKING DEVICES SEGMENT TO REGISTER HIGHEST CAGR IN VIRTUAL REALITY MARKET FROM 2024 TO 2029
  • FIGURE 68 CONSUMER SEGMENT TO EXHIBIT HIGHEST CAGR IN AUGMENTED REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 69 CONSUMER SEGMENT TO CAPTURE LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2024
  • FIGURE 70 INDIA TO EXHIBIT HIGHEST CAGR IN GLOBAL AUGMENTED REALITY MARKET DURING FORECAST PERIOD
  • FIGURE 71 CHINA TO RECORD HIGHEST CAGR IN GLOBAL VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029
  • FIGURE 72 NORTH AMERICA: AUGMENTED REALITY MARKET SNAPSHOT
  • FIGURE 73 NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT
  • FIGURE 74 EUROPE: AUGMENTED REALITY MARKET SNAPSHOT
  • FIGURE 75 EUROPE: VIRTUAL REALITY MARKET SNAPSHOT
  • FIGURE 76 ASIA PACIFIC: AUGMENTED REALITY MARKET SNAPSHOT
  • FIGURE 77 ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT
  • FIGURE 78 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019-2024
  • FIGURE 79 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES, 2023
  • FIGURE 80 COMPANY VALUATION, 2023 (USD MILLION)
  • FIGURE 81 FINANCIAL METRICS, 2024 (EV/EBITDA)
  • FIGURE 82 BRAND/PRODUCT COMPARISON
  • FIGURE 83 AUGMENTED AND VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF THREE KEY PLAYERS, 2020-2023 (USD BILLION)
  • FIGURE 84 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
  • FIGURE 85 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY FOOTPRINT
  • FIGURE 86 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
  • FIGURE 87 META: COMPANY SNAPSHOT
  • FIGURE 88 SONY CORPORATION: COMPANY SNAPSHOT
  • FIGURE 89 APPLE INC.: COMPANY SNAPSHOT
  • FIGURE 90 HTC CORPORATION: COMPANY SNAPSHOT
  • FIGURE 91 GOOGLE: COMPANY SNAPSHOT
  • FIGURE 92 MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 93 SAMSUNG: COMPANY SNAPSHOT
  • FIGURE 94 PTC: COMPANY SNAPSHOT
  • FIGURE 95 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT
  • FIGURE 96 LENOVO: COMPANY SNAPSHOT