Opportunities Preloader

Please Wait.....

Report

Augmented Reality and Virtual Reality Market by Technology Type (AR: Markerless, Marker-base; VR: Non-Immersive, Semi-immersive and Fully Immersive Technology), Device Type, Offering, Application, Enterprise, and Geography - Global Forecast to 2027

Market Report I 2022-06-03 I 378 Pages I MarketsandMarkets

Augmented reality's widening demands in healthcare sector is paving a way for its growth in the market. The augmented reality can be put to use for surgeries, patient care, fitness and pharmacy management. Alog with its use in all of these aspects, augmented reality can also be used for medical training for students/budding surgeons. The augmented reality provides an immersive, 3D AR modelled visualization of the patient's internal organs to the surgeon so that the surgery can be performed with minimalistic invasion and with precsision. The AR modelled 3D visualization also helps medical teaching staff to provide an immersive learning experience to the students/budding surgeons.
Augmented reality facilitates surgeonsto visualize joints, muscles, and internal organs without making incisions into the pateint's body and make further decision about incsisions post diagnosing the body through augmented reality technologies. This leads to increase in the accuracy of diagnosis as well as surgeries. The real-time data availability of patients facilitate the growth and use of augmented reality technology even more, creating its remarkable importance in the healthcare sector. AR, due to its accuracy, precision and convenience to the surgeons, also proves to be a time saving technology.
AR could be used to enhance the workflow of the surgeons in the operating room. Also, the doctors can dial in an expert for telephonic support. For example, in 2016, David Nott, a British doctor, remotely directed life-saving operations in Aleppo (Syria) using Skype. Case Western Reserve University (US) and Cleveland Clinic (US) have entered a joint venture to bring 3D content into the real world for medical education via AR using Microsoft HoloLens. Touch Surgery (UK) has created more than 200 training programs for surgical procedures to be completed on a mobile phone or tablet. This will help the surgeons plan the patient's virtual surgery and cure patients in a better way.
"Rising investments in AR market"
Investments in the AR market have witnessed huge growth over the past few years. Companies such as Facebook Corporation, Intel Corporation, Qualcomm, Inc., Alphabet, Inc., Comcast Ventures, and Samsung Group are investing heavily in the AR market. Also, several research institutes are carrying out research in the AR application market for various products and applications. Some research institutes are being funded by private firms and venture capitalists, while governments are funding some. Industries such as consumer, aerospace & defense, healthcare, enterprise, retail, and marketing embrace the benefits of AR.
For instance, Boeing Company has announced a new setup named HorizonX. The company would be investing in some companies to start with, including Upskill, a major company in enterprise software for industrial AR devices, and Zunum Aero.
VR
"Penetration of Virtual reality technologin architecture and construction"
Virtual reality has come into picture for architecture and construction field. . The architecture and construction field has had a technological evolution with the emergence of VirtulaReality and 3D technologies. The use of VRhas helps to analyse and study the alternatives of the designs more conveniently by achieving a fully immersive experience for users and has taken the workexperience for the architects as well as for the clients to the next level. This smooth transition of conventional design approovals by the clients to a complete immersive virtual 3D experience by a walk in experience into the design helps the client to make changes and approve the designs only after a complete satisfaction regarding the design.VRcan also be used in order to identify the location of raw materials and equipments during the construction stage. VR can also be used for supervision of work from far away places. So, with the growing demand for infrastructure, the increasing use f VR in it will lead to the growth in the virtual reality market.
"High investments in VR market"
VR technology has been fetching huge investments from investors and tech giants. The VR game start-up Decentraland raised funding to create a virtual world using blockchain technology. The sum was raised through initial coin offerings (ICO). Similarly, Varjo, a Finnish company, raised funding in A round.
In July 2017, Leap Motion received a funding as Series C funding led by clients advised by J.P. Morgan Asset Management. This will help the company to expand its presence, especially in Asia.
In December 2016, High Fidelity raised funding, led by IDG Capital and Brayer Capital. High Fidelity allows users to host, build, and join interconnected virtual worlds for a persistent Metaverse.
In October 2016, Baobab Studios raised B funding led by Horizons Ventures and Evolution Media Partners, Twentieth Century Fox, Youku Global Media Fund, China's Shanghai Media Group, and LDV Partners. The company looks forward to adding richer content in storytelling using VR. The increased investments in the VR market will drive the market.

"Asia Pacific region to grow at a fastest rate in the forecast period"
With the increasing number of start-ups and the boom for technological advancements in Asia Pacific region, the growth rate will be fastest in this region. The increasing population as well as the maximum population contribution of the world population in this region makes it possible and viable to reach out these AR technologies for a wider range of people. The increasing technology companies in the region, focusing on training, virtual trials of apparels, jewellery, make-up, virtual furniture shopping, HUDs in low end vehicles, virtual map assistance, gesture tracking devices and smart glasses will lead to the growth of this market in the given forecast period of 2022 to 2027.

Breakdown ofprofiles of primary participants:
- By Company: Tier 1 =15%, Tier 2 =50%, and Tier 3 =35%
- By Designation: C-level Executives = 45%, Directors= 25%, and Others (sales, marketing, and product managers, as well as members of various organizations) =30%
- By Region: North America = 45%, Asia Pacific=12%, Europe=35%, and South America=3% and Middle East and Africe = 5%.

Major players profiled in this report:
TheAR and VR market is dominated by a few established players such as Google (US), Microsoft (US), Sony Corporation (Japan), Samsung Electronics (South Korea), HTC (Taiwan), Apple Inc., (US), PTC Inc., (US), Seiko Epson (Japan), Oculus VR (by Facebook (US)), Lenovo (China).

Research coverage
This report offers detailed insights into theAR and VRmarket based on offering (hardware and software),technology (markerless and marker-based for AR technologies and non-immersive, semi- immersive ndfully immersive technologies for VR), device type (head-mounted displays (smart glasses, smart helmets), head-up display, projectors and displays, gesture tracking devices), enterprise (small enterprise, medium enterprise, large enterprise), application (consumer, commercial, enterprise, aerospace and defence, healthcare, automotive, others)and region (North America, Europe, Asia Pacific), and Rest of the World (RoW) which includes theMiddle East, Africa, and South America.
The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the AR and VRmarket. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.

Key Benefits of Buying the Report
The report will help the leaders/new entrants in this market with information on the closest approximations of the revenue numbers for the overall market and the sub-segments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the AR and VR market and provides them information on key market drivers, restraints, challenges, and opportunities.

1 INTRODUCTION 31
1.1 STUDY OBJECTIVES 31
1.2 MARKET DEFINITION AND SCOPE 31
1.3 INCLUSIONS AND EXCLUSIONS 32
1.4 STUDY SCOPE 33
1.4.1 MARKETS COVERED 33
FIGURE 1 MARKET SEGMENTATION 33
FIGURE 2 MARKET SEGMENTATION 34
1.4.2 YEARS CONSIDERED 35
1.5 CURRENCY 35
1.6 STAKEHOLDERS 35
1.7 SUMMARY OF CHANGES IN NEW VERSION 36
2 RESEARCH METHODOLOGY 37
2.1 RESEARCH DATA 37
FIGURE 3 AR AND VR MARKET: PROCESS FLOW OF MARKET SIZE ESTIMATION 37
FIGURE 4 AR MARKET: RESEARCH DESIGN 38
FIGURE 5 VR MARKET: RESEARCH DESIGN 39
2.1.1 SECONDARY DATA 39
2.1.1.1 Key data from secondary sources 40
2.1.2 PRIMARY DATA 40
2.1.2.1 Breakdown of primaries 41
2.1.2.2 Key industry insights 42
2.2 MARKET SIZE ESTIMATION 42
FIGURE 6 AR & VR MARKET: RESEARCH METHODOLOGY 43
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY 43
2.2.1 BOTTOM-UP APPROACH 44
2.2.1.1 Approach for capturing market share by bottom-up analysis (demand side) 44
FIGURE 8 AR & VR MARKET: BOTTOM-UP APPROACH 45
FIGURE 9 MARKET SIZE CALCULATION BY BOTTOM-UP APPROACH 45
2.2.2 TOP-DOWN APPROACH 46
2.2.2.1 Approach for capturing market share by top-down analysis (supply side) 46
FIGURE 10 AR & VR MARKET: TOP-DOWN APPROACH 47
FIGURE 11 MARKET SIZE CALCULATION BY TOP-DOWN APPROACH 47
?
2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 48
FIGURE 12 DATA TRIANGULATION 48
2.4 RESEARCH ASSUMPTIONS 49
FIGURE 13 ASSUMPTIONS OF RESEARCH STUDY 49
3 EXECUTIVE SUMMARY 50
FIGURE 14 AUGMENTED REALITY MARKET, 2018-2027 (USD MILLION) 51
FIGURE 15 VIRTUAL REALITY MARKET, 2018-2027 (USD MILLION) 52
3.1 IMPACT OF COVID-19 ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET 52
FIGURE 16 COVID-19 IMPACT ON AUGMENTED REALITY MARKET 52
FIGURE 17 COVID-19 IMPACT ON VIRTUAL REALITY MARKET 53
3.1.1 REALISTIC SCENARIO (POST-COVID-19) 53
3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19) 53
3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19) 54
FIGURE 18 HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2022 54
FIGURE 19 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM 2022 TO 2027 54
FIGURE 20 NORTH AMERICA HELD LARGEST SIZE OF AUGMENTED REALITY MARKET IN 2021 55
4 PREMIUM INSIGHTS 56
4.1 ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET 56
FIGURE 21 GROWING DEMAND FOR AR IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 56
4.2 ATTRACTIVE OPPORTUNITIES IN VIRTUAL REALITY MARKET 56
FIGURE 22 GROWING USE OF VIRTUAL REALITY IN CONSUMER APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 56
4.3 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 57
FIGURE 23 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARES OF VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2027 57
4.4 VIRTUAL REALITY MARKET, BY COUNTRY 57
FIGURE 24 VIRTUAL REALITY MARKET TO GROW AT HIGHEST CAGR IN CHINA DURING FORECAST PERIOD 57
4.5 AUGMENTED REALITY MARKET, BY COUNTRY 58
FIGURE 25 MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 58
5 MARKET OVERVIEW 59
5.1 INTRODUCTION 59
5.2 MARKET DYNAMICS: AR MARKET 59
FIGURE 26 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH 59
5.2.1 DRIVERS 60
5.2.1.1 Increasing demand for AR devices and applications in healthcare 60
5.2.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19 61
FIGURE 27 ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS 62
5.2.1.3 Rising investments in AR market 62
5.2.2 RESTRAINTS 63
5.2.2.1 Security and privacy issues associated with AR 63
5.2.2.2 Health issues associated with excessive usage of AR 63
5.2.3 OPPORTUNITIES 64
5.2.3.1 Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels 64
5.2.3.2 Rise in demand for AR in architecture 64
5.2.3.3 Opportunities in enterprise applications 65
5.2.3.4 High growth of travel & tourism industry 65
5.2.4 CHALLENGES 66
5.2.4.1 Display latency and limited field of view 66
5.2.4.2 Overcoming social challenges to increase adoption rate 66
5.2.4.3 Reconfiguration of applications for different platforms 67
5.3 MARKET DYNAMICS: VR MARKET 67
FIGURE 28 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE MARKET GROWTH 67
5.3.1 DRIVERS 68
5.3.1.1 Penetration of HMDs in gaming and entertainment sectors after COVID-19 68
5.3.1.2 High investments in VR market 68
5.3.1.3 Advancement of technologies and growing digitization 69
5.3.1.4 Availability of affordable VR devices 69
5.3.1.5 Growing adoption of HMDs in different industries 69
5.3.2 RESTRAINTS 70
5.3.2.1 Display latency and energy consumption affect overall performance of VR devices 70
5.3.2.2 Health concerns relating to low resolution and lack of movement 70
5.3.2.3 Trade restrictions imposed between US and China 71
5.3.3 OPPORTUNITIES 71
5.3.3.1 Penetration of HMDs in healthcare and architectural applications 71
5.3.3.2 Use of VR in aerospace & defense for training and simulation 72
5.3.3.3 Increasing demand for VR HMDs in healthcare due to COVID-19 72
5.3.4 CHALLENGES 72
5.3.4.1 Developing user-friendly VR systems 72
5.3.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade 73
5.4 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS' BUSINESSES 73
FIGURE 29 TRENDS/DISRUPTIONS IMPACTING CUSTOMERS' BUSINESSES RELATED TO AUGMENTED REALITY MARKET 74
?
5.5 ECOSYSTEM/MARKET MAP 74
TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET: ECOSYSTEM 74
5.6 TECHNOLOGY ANALYSIS 75
5.6.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY 75
5.6.1.1 Case study: Unilever's AR remote assistance and knowledge sharing 75
5.6.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS 76
5.6.2.1 Case study: Crescent partnered with Arbor Technology to manufacture rugged AR and VR devices 76
5.6.3 MICRODISPLAYS FOR VR 76
5.6.3.1 Case study: LOMID Project 77
5.6.3.2 Case study: Kopin's micro display for VR HMD 77
5.6.4 MOBILE AR TECHNOLOGY 77
5.6.4.1 Case study: Better warehouse operations for DHL supply chain's AR 78
5.6.5 MONITOR-BASED TECHNOLOGY 78
5.6.5.1 Case study: AR outdoor system developed jointly by GRINTEC GmbH and Graz University of Technology 79
5.6.6 NEAR-EYE-BASED TECHNOLOGY 79
5.6.6.1 Case study: FMT AB, a construction and excavation company, uses near eye-based AR technology to assist efficient construction activities 80
5.6.7 WEBAR 80
5.6.7.1 Case Study: WebAR 80
5.7 VALUE CHAIN ANALYSIS 81
FIGURE 30 VALUE CHAIN: AUGMENTED AND VIRTUAL REALITY MARKET 81
5.8 PATENT ANALYSIS 82
TABLE 2 NOTABLE PATENTS PERTAINING TO AUGMENTED AND VIRTUAL REALITY MARKET 82
TABLE 3 NUMBER OF PATENTS REGISTERED RELATED TO AUGMENTED AND VIRTUAL REALITY MARKET IN LAST 10 YEARS 93
FIGURE 31 TOP 10 COMPANIES WITH HIGHEST NO. OF PATENT APPLICATIONS IN LAST 10 YEARS 94
FIGURE 32 NO. OF PATENTS GRANTED PER YEAR, 2012-2021 94
5.9 REGULATORY LANDSCAPE 95
5.9.1 GLOBAL 95
5.10 TRADE ANALYSIS 96
FIGURE 33 IMPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016-2019 (USD THOUSAND) 96
FIGURE 34 EXPORT DATA OF SPECTACLES, GOGGLES, AND THE LIKE, CORRECTIVE, PROTECTIVE, OR OTHER (EXCLUDING SPECTACLES FOR EYESIGHT TESTING, CONTACT LENSES, AND SPECTACLE LENSES, FRAMES, AND MOUNTINGS), BY COUNTRY, 2016-2019 (USD THOUSAND) 97
?
5.11 CASE STUDY ANALYSIS 98
5.11.1 L&T PARTNERED WITH INGAGE TECHNOLOGY TO TRAIN WORKERS 98
5.11.2 MOBIDEV CREATED AR APP TO INCREASE CUSTOMER ENGAGEMENT 98
5.11.3 RUFFLES COULD INCREASE SALES WITH AR GAME-AMIGO 99
5.11.4 BEP SURFACE TECHNOLOGIES OPTED FOR VIRTUAL REALITY FOR THEIR DESIGN AND MANUFACTURING PROCESSES 99
5.11.5 UNILEVER'S AR USE CASE: REMOTE ASSISTANCE AND KNOWLEDGE SHARING 100
5.11.6 BOEING'S AR USE CASE: WIRING OF AIRPLANE 100
5.12 KEY CONFERENCES & EVENTS DURING 2022-2023 101
TABLE 4 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF CONFERENCES & EVENTS 101
5.13 PORTER'S FIVE FORCES ANALYSIS 104
TABLE 5 AUGMENTED REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS 104
5.13.1 INTENSITY OF COMPETITIVE RIVALRY 104
5.13.2 THREAT OF SUBSTITUTES 105
5.13.3 BARGAINING POWER OF BUYERS 105
5.13.4 BARGAINING POWER OF SUPPLIERS 105
5.13.5 THREAT OF NEW ENTRANTS 105
5.14 AVERAGE SELLING PRICE (ASP) ANALYSIS 106
FIGURE 35 AVERAGE PRICING FOR AUGMENTED REALITY MARKET 106
FIGURE 36 AVERAGE PRICING FOR VIRTUAL REALITY MARKET 106
6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY ENTERPRISE 107
6.1 INTRODUCTION 107
6.2 SMALL ENTERPRISES 107
6.3 MEDIUM ENTERPRISES 108
6.4 LARGE ENTERPRISES 109
7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 110
7.1 INTRODUCTION 111
7.2 AUGMENTED REALITY TECHNOLOGY 111
TABLE 6 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AR 111
7.2.1 MARKER-BASED AUGMENTED REALITY 111
7.2.1.1 Case study: Vectrona provided mixed reality experiences for US Air Force training 112
7.2.1.2 Passive marker 113
7.2.1.2.1 Passive markers are widely used type of marker-based AR 113
7.2.1.3 Active marker 113
7.2.1.3.1 Active markers use LED to track objects 113
7.2.1.3.2 Case study: The Code Work (TCW) project for augmented reality 113
?
7.2.2 MARKERLESS AUGMENTED REALITY 113
7.2.2.1 Model-based tracking 114
7.2.2.1.1 Model-based tracking depends on camera movements 114
7.2.2.1.2 Case study: Cavanna AR app 114
7.2.2.2 Image processing-based tracking 114
7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images 114
7.2.2.2.2 Case study: PAPER.plus brings in image processing-based tracking for markerless AR technology 115
7.2.3 ANCHOR-BASED AUGMENTED REALITY 115
7.2.3.1 Anchor-based AR is used to overlay virtual images in real space 115
7.2.3.2 Case study: Sotheby's International Realty 115
7.3 VIRTUAL REALITY TECHNOLOGY 116
FIGURE 37 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD 116
TABLE 7 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2018-2021 (USD MILLION) 116
TABLE 8 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2022-2027 (USD MILLION) 116
7.3.1 NON-IMMERSIVE TECHNOLOGY 117
7.3.1.1 Use of non-immersive technology in VR software development set to drive market 117
TABLE 9 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2018-2021 (USD MILLION) 117
TABLE 10 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY, BY OFFERING, 2022-2027 (USD MILLION) 118
7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 118
7.3.2.1 Fully immersive technology would be driven by demand for VR HMDs 118
7.3.2.2 Case study: JBHXR & PIXO providing complete VR solution for enterprises 119
TABLE 11 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2018-2021 (USD MILLION) 119
TABLE 12 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2022-2027 (USD MILLION) 120
8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING 121
8.1 INTRODUCTION 122
FIGURE 38 AUGMENTED REALITY MARKET FOR HARDWARE EXPECTED TO GROW AT HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD 122
TABLE 13 AUGMENTED REALITY MARKET, BY OFFERING, 2018-2021 (USD MILLION) 122
TABLE 14 AUGMENTED REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION) 123
8.2 HARDWARE 123
FIGURE 39 DISPLAYS & PROJECTORS TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 123
TABLE 15 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2018-2021 (USD MILLION) 124
TABLE 16 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT, 2022-2027 (USD MILLION) 124
FIGURE 40 VIRTUAL REALITY MARKET FOR HARDWARE TO REGISTER HIGHER CAGR DURING FORECAST PERIOD 125
TABLE 17 VIRTUAL REALITY MARKET, BY OFFERING, 2018-2021 (USD MILLION) 125
TABLE 18 VIRTUAL REALITY MARKET, BY OFFERING, 2022-2027 (USD MILLION) 125
FIGURE 41 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 126
TABLE 19 VIRTUAL REALITY MARKET, BY HARDWARE, 2018-2021 (USD MILLION) 126
TABLE 20 VIRTUAL REALITY MARKET, HARDWARE, 2022-2027 (USD MILLION) 126
8.2.1 SENSORS 127
8.2.1.1 Sensors are widely used in AR & VR devices for detecting motion, velocity, magnetic field, and presence of object 127
8.2.1.1.1 Accelerometers 127
8.2.1.1.2 Gyroscopes 127
8.2.1.1.3 Magnetometers 127
8.2.1.1.4 Proximity sensors 128
8.2.2 SEMICONDUCTOR COMPONENTS 128
8.2.2.1 Controller is most important component of AR and VR devices 128
8.2.2.1.1 Controllers and processors 128
8.2.2.1.2 Integrated circuits 128
8.2.3 DISPLAYS AND PROJECTORS 128
8.2.3.1 Displays & projectors hold major share of AR and VR market 128
8.2.4 POSITION TRACKERS 129
8.2.4.1 Position trackers are used for maintaining accuracy in AR and VR devices 129
8.2.5 CAMERAS 129
8.2.5.1 Cameras are crucial components to measure depth and amplitude of objects 129
8.2.6 OTHERS 129
8.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET 129
8.3 SOFTWARE 130
8.3.1 SDK WILL PLAY CRUCIAL ROLE IN AR & VR SOFTWARE MARKET 130
8.3.1.1 Software development kits 130
8.3.1.1.1 Case study: Arcore for Tendar 130
8.3.1.2 Cloud-based services 131
8.3.1.2.1 Case study: VR Group boosts cloud application performance and reduces costs 131
FIGURE 42 CONSUMER APPLICATIONS EXPECTED TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FOR SOFTWARE DURING FORECAST PERIOD 132
TABLE 21 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018-2021 (USD MILLION) 132
TABLE 22 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022-2027 (USD MILLION) 133
TABLE 23 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2018-2021 (USD MILLION) 133
TABLE 24 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION, 2022-2027 (USD MILLION) 134
8.3.2 AUGMENTED REALITY SOFTWARE FUNCTIONS 134
8.3.2.1 Workflow optimization and remote collaboration are most trending AR solutions 134
8.3.2.1.1 Remote collaboration 134
8.3.2.1.2 Case study: AkzoNobel adopts AMA's AR solution to take remote collaboration to next level 134
8.3.2.1.3 Workflow optimization 135
8.3.2.1.4 Documentation 135
8.3.2.1.5 Visualization 136
8.3.2.1.6 3D modeling 136
8.3.2.1.7 Case study: Development of 3D Models for Interior Design AR App 136
8.3.2.1.8 Navigation 137
8.4 VIRTUAL REALITY CONTENT CREATION 137
8.4.1 VR CONTENT CREATION IS KEY TO STRENGTHENING VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 137
8.4.2 CASE STUDY: DEPLOYING GAMIFICATION AND VR IN ACTIVE SHOOTER TRAINING COURSE BY INNO-VERSITY 138
9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 139
9.1 INTRODUCTION 140
9.2 AUGMENTED REALITY DEVICES 140
FIGURE 43 AUGMENTED REALITY MARKET FOR HEAD-MOUNTED DISPLAYS HAS LARGER MARKET SHARE DURING FORECAST PERIOD 140
TABLE 25 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018-2021 (USD MILLION) 140
TABLE 26 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION) 140
TABLE 27 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2018-2021 (THOUSAND UNITS) 141
TABLE 28 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS) 141
9.2.1 HEAD-MOUNTED DISPLAYS 141
9.2.1.1 Case Study: Inova Mount Vernon Hospital puts emergency room patients at ease 142
TABLE 29 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2018-2021 (USD MILLION) 142
TABLE 30 AUGMENTED REALITY MARKET FOR HMD, BY APPLICATION, 2022-2027 (USD MILLION) 143
9.2.1.2 Augmented Reality smart glasses 143
9.2.1.2.1 AR smart glasses are widely adopted across companies to improve work efficiency 143
9.2.1.2.2 Case study - North AR glasses for travel experience 144
9.2.1.3 Smart helmets 144
9.2.1.3.1 Smart helmets are widely adopted in construction sector to optimize workflow 144
9.2.1.3.2 Case study 145
9.2.2 HEAD-UP DISPLAYS 145
9.2.2.1 Head-up display devices are anticipated to commercialize in 2020 145
9.2.2.2 Case study: Navdy hired Aavid, Thermal division of Boyd Corporation to manage HUDs in varying thermal conditions 146
TABLE 31 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2018-2021 (USD MILLION) 146
TABLE 32 AUGMENTED REALITY HUD MARKET, BY APPLICATION, 2022-2027 (USD MILLION) 147
9.3 VIRTUAL REALITY DEVICES 148
FIGURE 44 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 148
TABLE 33 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018-2021 (USD MILLION) 148
TABLE 34 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (USD MILLION) 148
FIGURE 45 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD, IN TERMS OF SHIPMENT 149
TABLE 35 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2018-2021 (THOUSAND UNITS) 149
TABLE 36 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2022-2027 (THOUSAND UNITS) 149
9.3.1 HEAD-MOUNTED DISPLAYS 150
9.3.1.1 Use of HMDs in gaming and entertainment is major driver for growth of VR hardware devices 150
TABLE 37 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2018-2021 (USD MILLION) 150
TABLE 38 VIRTUAL REALITY HMDS MARKET, BY APPLICATION, 2022-2027 (USD MILLION) 151
9.3.2 GESTURE-TRACKING DEVICES 151
9.3.2.1 Gesture-tracking devices play crucial role in healthcare and gaming applications 151
9.3.2.2 Case study 151
9.3.2.2.1 Data gloves 152
9.3.2.2.2 Others 152
TABLE 39 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2018-2021 (USD MILLION) 152
TABLE 40 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2022-2027 (USD MILLION) 152
9.3.3 PROJECTORS & DISPLAY WALLS 153
9.3.3.1 Projectors and display walls are new growth avenues in VR hardware market 153
9.3.3.2 Case study: Juntendo University, Sakura Campus 153
9.3.3.3 Case study: Barrier-Free VR Spectating 153
TABLE 41 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2018-2021 (USD MILLION) 154
TABLE 42 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2022-2027 (USD MILLION) 154
?
10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION 155
10.1 INTRODUCTION 156
FIGURE 46 AUGMENTED REALITY MARKET, BY APPLICATION 156
FIGURE 47 CONSUMER APPLICATION TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 156
TABLE 43 AUGMENTED REALITY MARKET, BY APPLICATION, 2018-2021 (USD MILLION) 157
TABLE 44 AUGMENTED REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION) 157
10.2 APPLICATIONS OF AUGMENTED REALITY 158
10.2.1 CONSUMER 158
TABLE 45 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 158
TABLE 46 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 158
TABLE 47 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2018-2021 (USD MILLION) 158
TABLE 48 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2022-2027 (USD MILLION) 159
TABLE 49 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 159
TABLE 50 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 159
TABLE 51 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 160
TABLE 52 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 160
TABLE 53 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 160
TABLE 54 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 161
TABLE 55 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 161
TABLE 56 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 161
10.2.1.1 Gaming 162
10.2.1.1.1 Augmented reality enhances interactivity in gaming and provides immersive experience to gamers 162
10.2.1.1.2 Case study: Ruffles unites Brazil's youth with Amigo AR game 162
10.2.1.2 Sports & entertainment 162
10.2.1.3 Case study: Xmas ARchy's AR Portal 163
10.2.1.3.1 Entertainment applications 163
10.2.1.3.1.1 Museums (archaeology) 163
10.2.1.3.1.2 Case study: AR in museums 163
10.2.1.3.1.3 Theme parks 164
10.2.1.3.1.4 Art galleries and exhibitions 164
10.2.1.3.1.5 Case study: Jaunauce Palace team recruited Overly to bring back pieces from Leonardo da Vinci, Raphael, and Bertel Thorvaldsen in augmented reality 164
TABLE 57 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS 164
10.2.2 COMMERCIAL 165
TABLE 58 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 165
TABLE 59 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 165
TABLE 60 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018-2019 (USD MILLION) 165
TABLE 61 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022-2027 (USD MILLION) 166
TABLE 62 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 166
TABLE 63 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 166
TABLE 64 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 167
TABLE 65 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 167
TABLE 66 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 167
TABLE 67 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 168
TABLE 68 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 168
TABLE 69 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 168
10.2.2.1 Retail & e-commerce 169
10.2.2.1.1 Jewelry 169
10.2.2.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience 169
10.2.2.1.1.2 Case study: PC Jewelers Revamps Store Experience 169
10.2.2.1.2 Beauty and cosmetics 170
10.2.2.1.2.1 Virtual testing of cosmetic products is key driver for augmented reality market in beauty and cosmetics 170
10.2.2.1.2.2 Case study: e.l.f. sees higher conversion for online consumers using 3D try-on 170
10.2.2.1.3 Apparel fitting 170
10.2.2.1.3.1 Virtual trial rooms are gaining consumer attention 170
10.2.2.1.3.2 Case study: Visual fitting room - TryNDBuy in Bangalore 171
10.2.2.1.4 Grocery shopping 171
10.2.2.1.4.1 Augmented reality provides personalized product tips in grocery application 171
10.2.2.1.5 Footwear 171
10.2.2.1.5.1 Virtual try before you buy feature drives growth of augmented reality market in footwear 171
10.2.2.1.5.2 Case study: Virtual try-on shoes 171
10.2.2.1.6 Furniture & lighting design 172
10.2.2.1.6.1 Reduced product exchange rate through augmented reality drives growth of augmented reality market in furniture & lighting design 172
10.2.2.1.6.2 Case study: Slate and JigSpace are disrupting furniture design industry with AR model viewers and 3D product visualization software 172
10.2.2.2 Travel & Tourism 173
10.2.2.2.1 Augmented reality plays crucial role in enhancing traveling experience 173
10.2.2.2.2 Case study: Using AR for travel mobile app development 173
10.2.2.3 E-learning 173
10.2.2.3.1 Augmented reality increases student interaction and enhances learning experience 173
TABLE 70 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION 174
10.2.3 ENTERPRISE (MANUFACTURING) 174
10.2.3.1 Augmented reality aids enterprises in providing better training by visualizing content 174
10.2.3.2 Case study: Boeing cuts production time by 25% with Skylight on glass 175
TABLE 71 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 175
TABLE 72 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 175
TABLE 73 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 176
TABLE 74 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 176
TABLE 75 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 176
TABLE 76 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 177
TABLE 77 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 177
TABLE 78 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 177
TABLE 79 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 178
TABLE 80 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 178
TABLE 81 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 178
TABLE 82 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 178
TABLE 83 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION 179
10.2.4 HEALTHCARE 179
TABLE 84 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 180
TABLE 85 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 180
TABLE 86 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 180
TABLE 87 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 180
TABLE 88 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 181
TABLE 89 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 181
TABLE 90 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 181
TABLE 91 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 182
TABLE 92 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 182
TABLE 93 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 182
TABLE 94 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 183
TABLE 95 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 183
10.2.4.1 Surgery 183
10.2.4.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues 183
10.2.4.1.2 Case study: AR in surgeries 184
10.2.4.2 Fitness management 184
10.2.4.2.1 Augmented reality adds interactivity and fun to workouts 184
10.2.4.2.2 Case study: AR in fitness 184
10.2.4.3 Patient care management 184
10.2.4.3.1 Remote consulting feature drives growth of augmented reality for patient care management 184
10.2.4.3.2 Case study: AR in patient management 185
10.2.4.4 Pharmacy management 185
10.2.4.4.1 Requirement for better scheduling flow of medicines drives growth of augmented reality in pharmacy management 185
10.2.4.4.2 Case study: AR in pharmacy management 185
10.2.4.5 Medical training and education 186
10.2.4.5.1 Augmented reality enriches learning experience and amplifies interactivity 186
10.2.4.5.2 Case study: AR in medical education 186
10.2.4.6 Others 186
10.2.4.6.1 AR helps radiologists perceive 3D image data more precisely for interventional and diagnostic radiology 186
TABLE 96 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION 187
?
10.2.5 AEROSPACE & DEFENSE 187
10.2.5.1 AR is being used to gain competitive advantage over enemies 187
10.2.5.2 Case study: US Air Force adopts immersive mixed reality training to fuel better engagement, learning retention, and outcomes 188
TABLE 97 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 188
TABLE 98 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 188
TABLE 99 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 189
TABLE 100 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 189
TABLE 101 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 189
TABLE 102 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 190
TABLE 103 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 190
TABLE 104 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 190
TABLE 105 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 191
TABLE 106 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 191
TABLE 107 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 191
TABLE 108 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 191
TABLE 109 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION 192
10.2.6 ENERGY 192
10.2.6.1 Growing need to improve safety in oil & gas sector drives augmented reality market for energy sector 192
10.2.6.2 Case study: Siemens Energy's remote assistance 193
TABLE 110 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 193
TABLE 111 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 193
TABLE 112 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2018-2021 (USD MILLION) 194
TABLE 113 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2022-2027 (USD MILLION) 194
TABLE 114 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 194
TABLE 115 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 195
TABLE 116 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 195
TABLE 117 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 195
TABLE 118 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2018-2021 (USD MILLION) 196
TABLE 119 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ASIA PACIFIC, BY COUNTRY 2022-2027 (USD MILLION) 196
TABLE 120 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 196
TABLE 121 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 196
TABLE 122 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION 197
10.2.7 AUTOMOTIVE 198
10.2.7.1 Emergence of ADAS drives demand for AR-based HUD technology 198
10.2.7.2 Case study: AR in heads-up displays for Visteon HUD 198
TABLE 123 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 199
TABLE 124 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 199
TABLE 125 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 199
TABLE 126 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 200
TABLE 127 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 200
TABLE 128 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 200
TABLE 129 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 201
TABLE 130 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 201
TABLE 131 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 201
TABLE 132 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 202
TABLE 133 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 202
TABLE 134 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 202
TABLE 135 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS 203

10.2.8 OTHERS 203
TABLE 136 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2018-2021 (USD MILLION) 203
TABLE 137 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2022-2027 (USD MILLION) 203
TABLE 138 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2018-2021 (USD MILLION) 204
TABLE 139 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2022-2027 (USD MILLION) 204
TABLE 140 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 204
TABLE 141 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 204
TABLE 142 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 205
TABLE 143 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 205
TABLE 144 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 205
TABLE 145 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 206
TABLE 146 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2018-2021 (USD MILLION) 206
TABLE 147 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2022-2027 (USD MILLION) 206
10.2.8.1 Agriculture 207
10.2.8.1.1 Augmented reality assists farmers in implementing new techniques with better learning experience 207
10.2.8.1.2 Case study: AR in agriculture 207
10.2.8.2 Construction 207
10.2.8.2.1 3D models required for construction projects can be better illustrated with augmented reality 207
10.2.8.2.2 Case study: AR in construction 208
10.2.8.3 Transportation & logistics 208
10.2.8.3.1 AR technology is widely adopted in transportation & logistics sector to document trading activities 208
10.2.8.4 Public safety 209
10.2.8.4.1 Augmented reality-based 3D maps aid police personnel in enhancing public safety 209
10.2.8.5 Telecom/IT data centers 209
10.2.8.5.1 Requirement of advanced network infrastructure in telecom/IT data centers would help drive AR software market for this vertical 209
10.2.8.5.2 Case study: AR in telecom 209
10.2.8.5.3 Case study: Service IT Direct utilizes CareAR to power Smart Handz 209
TABLE 148 USE CASES OF AUGMENTED REALITY IN OTHER APPLICATIONS 210
10.3 VIRTUAL REALITY APPLICATIONS 211
FIGURE 48 VR MARKET FOR COMMERCIAL APPLICATIONS TO REGISTER HIGHEST CAGR BETWEEN 2022 AND 2027 211
TABLE 149 VIRTUAL REALITY MARKET, BY APPLICATION, 2018-2021 (USD MILLION) 212
TABLE 150 VIRTUAL REALITY MARKET, BY APPLICATION, 2022-2027 (USD MILLION) 212
?
10.3.1 CONSUMER 212
10.3.1.1 Gaming and entertainment applications are major drivers for VR market growth 212
TABLE 151 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 213
TABLE 152 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 213
TABLE 153 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2018-2021 (USD MILLION) 214
TABLE 154 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2022-2027 (USD MILLION) 214
TABLE 155 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 214
TABLE 156 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 215
TABLE 157 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 215
TABLE 158 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 215
TABLE 159 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 216
TABLE 160 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 216
TABLE 161 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 216
TABLE 162 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 217
10.3.1.1.1 Gaming and entertainment 217
10.3.1.1.2 Sports 217
10.3.1.1.3 Case study: VR in sports 218
10.3.1.2 Use cases of virtual reality in consumer applications 218
10.3.2 COMMERCIAL 218
10.3.2.1 Retail and e-commerce to drive commercial applications in VR market 218
TABLE 163 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 219
TABLE 164 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 219
TABLE 165 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2018-2021 (USD MILLION) 219
TABLE 166 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2022-2027 (USD MILLION) 220
TABLE 167 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 220
TABLE 168 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 220
TABLE 169 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 221
TABLE 170 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 221
TABLE 171 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 221
TABLE 172 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 222
TABLE 173 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 222
TABLE 174 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 222
10.3.2.1.1 Retail & e-commerce 223
10.3.2.1.2 Case study: Kellogg's has perfected product placement with VR 223
10.3.2.1.3 Education and training 223
10.3.2.1.4 Case study: Virtual reality in classrooms 224
10.3.2.1.5 Travel and tourism 224
10.3.2.1.6 Case study: Thomas Cook's virtual reality holiday 'Try Before You Fly' 224
10.3.2.1.7 Advertising 225
10.3.2.1.8 Case study: New York Times takes news to new level 225
10.3.2.2 Use cases of virtual reality in commercial applications 225
10.3.3 ENTERPRISE (MANUFACTURING) 226
10.3.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in VR market 226
10.3.3.2 Case study: BEP Surface Technologies is using VR for growth 226
TABLE 175 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 226
TABLE 176 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 227
TABLE 177 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 227
TABLE 178 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 227
TABLE 179 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 228
TABLE 180 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 228
TABLE 181 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 228
TABLE 182 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 229
TABLE 183 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 229
TABLE 184 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 229
TABLE 185 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 230
TABLE 186 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 230
10.3.3.3 Use cases of virtual reality in enterprise (manufacturing) 230
10.3.4 HEALTHCARE 231
10.3.4.1 Patient care management and medical training & education are major applications driving growth of VR in healthcare 231
TABLE 187 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 231
TABLE 188 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 231
TABLE 189 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 232
TABLE 190 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 232
TABLE 191 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 232
TABLE 192 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 233
TABLE 193 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 233
TABLE 194 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 233
TABLE 195 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 234
TABLE 196 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 234
TABLE 197 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 234
TABLE 198 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 235
10.3.4.1.1 Surgery 235
10.3.4.1.2 Case study: VR in surgeries 235
10.3.4.1.3 Patient care management 235
10.3.4.1.4 Case study: VR in patient care management 235
10.3.4.1.5 Fitness management 236
10.3.4.1.6 Pharmacy management 236
10.3.4.1.7 Medical training and education 236
10.3.4.1.8 Case study: GE Healthcare uses VR for training 236
10.3.4.2 Use cases of virtual reality in healthcare 237
10.3.5 AEROSPACE & DEFENSE 237
10.3.5.1 Simulation training to be major growth factor of VR in aerospace & defense 237
TABLE 199 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2018-2021 (USD MILLION) 238
TABLE 200 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2022-2027 (USD MILLION) 238
TABLE 201 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2018-2021 (USD MILLION) 238
TABLE 202 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2022-2027 (USD MILLION) 239
TABLE 203 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 239
TABLE 204 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY COUNTRY, 2022-2027 (USD MILLION) 239
TABLE 205 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 240
TABLE 206 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 240
TABLE 207 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 240
TABLE 208 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 241
TABLE 209 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2018-2021 (USD MILLION) 241
TABLE 210 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2022-2027 (USD MILLION) 241
10.3.5.2 Use cases of virtual reality in aerospace & defense 241
10.3.6 OTHERS 242
TABLE 211 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2018-2021 (USD MILLION) 242
TABLE 212 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2022-2027 (USD MILLION) 242
TABLE 213 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2018-2021 (USD MILLION) 242
TABLE 214 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION, 2022-2027 (USD MILLION) 243
TABLE 215 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 243
TABLE 216 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 243
TABLE 217 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 244
TABLE 218 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 244
TABLE 219 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 244
TABLE 220 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 245
TABLE 221 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2018-2021 (USD MILLION) 245
TABLE 222 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2022-2027 (USD MILLION) 245
10.3.6.1 Automotive 245
10.3.6.2 Case study: AUDI lets customers Enter Sandbox 246
10.3.6.3 Real estate (architecture and building design) 246
10.3.6.4 Case study: Immersive visualization for architectural designs 246
10.3.6.5 Geospatial mining 247
10.3.6.6 Case study: Use of VR in Lihir Gold Mine 247
10.3.6.7 Use cases of virtual reality in other applications 247
11 GEOGRAPHICAL ANALYSIS 248
11.1 INTRODUCTION 249
FIGURE 49 GEOGRAPHIC SNAPSHOT: AUGMENTED REALITY MARKET IN ASIA PACIFIC TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 249
FIGURE 50 GEOGRAPHIC SNAPSHOT: VIRTUAL REALITY MARKET IN ASIA PACIFIC TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 250
TABLE 223 AUGMENTED REALITY MARKET, BY REGION, 2018-2021 (USD MILLION) 250
TABLE 224 AUGMENTED REALITY MARKET, BY REGION, 2022-2027 (USD MILLION) 251
TABLE 225 VIRTUAL REALITY MARKET, BY REGION, 2018-2021 (USD MILLION) 251
TABLE 226 VIRTUAL REALITY MARKET, BY REGION, 2022-2027 (USD MILLION) 251
11.2 NORTH AMERICA 252
FIGURE 51 NORTH AMERICA: SNAPSHOT OF AUGMENTED REALITY MARKET 253
TABLE 227 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2018-2021 (USD MILLION) 254
TABLE 228 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2022-2027 (USD MILLION) 254
TABLE 229 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 255
TABLE 230 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 255
FIGURE 52 NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET 256
TABLE 231 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2018-2021 (USD MILLION) 256
TABLE 232 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION, 2022-2027 (USD MILLION) 257
TABLE 233 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2018-2021 (USD MILLION) 257
TABLE 234 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2022-2027 (USD MILLION) 257
11.2.1 US 258
11.2.1.1 Strong presence of AR & VR companies to drive market 258
11.2.1.2 Case study: Showstopping technology by Cisco 258
11.2.2 CANADA 259
11.2.2.1 Increasing investments in cutting-edge technologies to fuel growth 259
11.2.2.2 Case study: Training using virtual reality 259
11.2.3 MEXICO 260
11.2.3.1 Evolving industries to drive market growth 260
?
11.3 EUROPE 260
11.3.1 CASE STUDY: QUOTIDIANAMENTE -ITALIAN PROJECT, WHICH COMBINES VR WITH DISABILITIES 261
FIGURE 53 EUROPE: SNAPSHOT OF AUGMENTED REALITY MARKET 262
TABLE 235 AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION, 2018-2021 (USD MILLION) 263
TABLE 236 AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION, 2022-2027 (USD MILLION) 263
TABLE 237 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 264
TABLE 238 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 264
FIGURE 54 EUROPE: SNAPSHOT OF VIRTUAL REALITY MARKET 265
TABLE 239 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION, 2018-2021 (USD MILLION) 265
TABLE 240 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION, 2022-2027 (USD MILLION) 266
TABLE 241 VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2018-2021 (USD MILLION) 266
TABLE 242 VR MARKET IN EUROPE, BY COUNTRY, 2022-2027 (USD MILLION) 266
11.3.2 GERMANY 267
11.3.2.1 High adoption of new technologies in manufacturing to drive market 267
11.3.2.2 Case study: VR technologies adopted by Volkswagen 267
11.3.3 FRANCE 268
11.3.3.1 High adoption in retail to enhance market growth 268
11.3.3.2 Case study: 3D makeup try-on by L'Oreal 268
11.3.4 UK 269
11.3.4.1 Continuous focus on digitalization likely to drive market growth 269
11.3.4.2 Case study: Lloyd's Register': VR safety and performance 269
11.3.5 REST OF EUROPE 269
11.4 ASIA PACIFIC 270
FIGURE 55 ASIA PACIFIC: SNAPSHOT OF AUGMENTED REALITY MARKET 271
TABLE 243 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2018-2021 (USD MILLION) 272
TABLE 244 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2022-2027 (USD MILLION) 272
TABLE 245 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 273
TABLE 246 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 273
FIGURE 56 ASIA PACIFIC: SNAPSHOT OF VIRTUAL REALITY MARKET 274
TABLE 247 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2018-2021 (USD MILLION) 274
TABLE 248 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION, 2022-2027 (USD MILLION) 275
TABLE 249 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2018-2021 (USD MILLION) 275
TABLE 250 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY COUNTRY, 2022-2027 (USD MILLION) 275
11.4.1 CHINA 276
11.4.1.1 Huge number of local players producing AR & VR devices to drive market growth 276
11.4.1.2 Case study: IoT Solutions Limited developed AR learning platform 276
11.4.2 INDIA 277
11.4.2.1 Increasing awareness of advanced technology plays crucial role in market growth 277
11.4.2.2 Case study: Sony Pictures Entertainment (SPE) India used augmented reality to creatively engage users to promote Men in Black 277
11.4.3 JAPAN 278
11.4.3.1 High growth of healthcare sector to fuel market growth 278
11.4.3.2 Case study: Japan Eyewear's JINS Holdings 278
11.4.4 SOUTH KOREA 279
11.4.4.1 Digital revolution in industrial sector to drive market growth 279
11.4.5 REST OF APAC 279
11.4.5.1 Case study: Castlery in Singapore adopted AR VR technologies to keep up with its business in furniture 279
11.5 ROW 279
TABLE 251 AUGMENTED REALITY MARKET IN ROW, BY APPLICATION, 2018-2021 (USD MILLION) 280
TABLE 252 AUGMENTED REALITY MARKET IN ROW, BY APPLICATION, 2022-2027 (USD MILLION) 280
TABLE 253 AUGMENTED REALITY MARKET IN ROW, BY REGION, 2018-2021 (USD MILLION) 281
TABLE 254 AUGMENTED REALITY MARKET IN ROW, BY REGION, 2022-2027 (USD MILLION) 281
TABLE 255 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2018-2021 (USD MILLION) 281
TABLE 256 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2022-2027 (USD MILLION) 282
TABLE 257 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2018-2021 (USD MILLION) 282
TABLE 258 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2022-2027 (USD MILLION) 282
11.5.1 MIDDLE EAST & AFRICA 282
11.5.1.1 Oil & gas and mining to fuel growth of AR and VR devices 282
11.5.1.2 Case study: Travel experiences with ILTM 283
11.5.2 SOUTH AMERICA 283
11.5.2.1 Growing consumer market to drive market growth 283
?
12 COMPETITIVE LANDSCAPE 284
12.1 OVERVIEW 284
12.2 KEY PLAYER STRATEGIES/RIGHT TO WIN 284
TABLE 259 OVERVIEW OF STRATEGIES DEPLOYED BY KEY MARKET PLAYERS 284
12.2.1 PRODUCT PORTFOLIO 286
12.2.2 REGIONAL FOCUS 286
12.2.3 MANUFACTURING FOOTPRINT 286
12.2.4 ORGANIC/INORGANIC GROWTH STRATEGIES 286
12.3 RANKING FOR AR MARKET PLAYERS 287
FIGURE 57 RANKING OF THE TOP 5 PLAYERS IN AUGMENTED REALITY MARKET 287
12.4 RANKING FOR VR MARKET PLAYERS 288
FIGURE 58 RANKING OF TOP 5 PLAYERS IN VR MARKET 288
12.5 COMPANY EVALUATION QUADRANT: AR MARKET 289
12.5.1 STARS 289
12.5.2 EMERGING LEADERS 289
12.5.3 PERVASIVE PLAYERS 289
12.5.4 PARTICIPANTS 289
FIGURE 59 AUGMENTED REALITY MARKET COMPANY EVALUATION QUADRANT, 2021 290
12.6 COMPANY EVALUATION QUADRANT: VR MARKET 290
12.6.1 STARS 290
12.6.2 EMERGING LEADERS 291
12.6.3 PERVASIVE PLAYERS 291
12.6.4 PARTICIPANTS 291
FIGURE 60 VIRTUAL REALITY MARKET COMPANY EVALUATION QUADRANT, 2021 291
12.7 COMPANY FOOTPRINT 292
TABLE 260 OVERALL COMPANY FOOTPRINT 292
TABLE 261 FOOTPRINT OF DIFFERENT COMPANIES FOR TECHNOLOGY 293
TABLE 262 FOOTPRINT OF DIFFERENT COMPANIES FOR OFFERING 294
TABLE 263 FOOTPRINT OF DIFFERENT COMPANIES IN VARIOUS REGIONS 295
12.8 START-UP EVALUATION MATRIX: AR AND VR MARKET 296
12.8.1 PROGRESSIVE COMPANIES 296
12.8.2 RESPONSIVE COMPANIES 296
12.8.3 DYNAMIC COMPANIES 296
12.8.4 STARTING BLOCKS 296
FIGURE 61 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, STARTUP/SME EVALUATION MATRIX, 2021 297
12.9 COMPETITIVE SITUATIONS AND TRENDS 298
12.9.1 PRODUCT LAUNCHES 298
TABLE 264 PRODUCT LAUNCHES, 2020-2022 298
12.9.2 DEALS 300
TABLE 265 DEALS, 2020-2022 300
13 COMPANY PROFILING 302
13.1 KEY PLAYERS 302
(Business Overview, Solutions, Products & Services strategies, Deals, Recent Developments, MnM View)*
13.1.1 GOOGLE 302
TABLE 266 GOOGLE: COMPANY SNAPSHOT 303
FIGURE 62 GOOGLE: COMPANY SNAPSHOT 303
13.1.2 MICROSOFT 307
TABLE 267 MICROSOFT: COMPANY SNAPSHOT 308
FIGURE 63 MICROSOFT: COMPANY SNAPSHOT 308
13.1.3 SONY 312
TABLE 268 SONY: COMPANY SNAPSHOT 312
FIGURE 64 SONY: COMPANY SNAPSHOT 313
13.1.4 OCULUS (META PLATFORMS) 316
TABLE 269 OCULUS (META PLATFORMS): COMPANY SNAPSHOT 316
13.1.5 SAMSUNG ELECTRONICS 319
TABLE 270 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 319
FIGURE 65 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 320
13.1.6 HTC 324
TABLE 271 HTC: COMPANY SNAPSHOT 324
FIGURE 66 HTC: COMPANY SNAPSHOT 324
13.1.7 APPLE 328
TABLE 272 APPLE: COMPANY SNAPSHOT 328
FIGURE 67 APPLE: COMPANY SNAPSHOT 329
13.1.8 PTC INC. 332
TABLE 273 PTC INC.: COMPANY SNAPSHOT 332
FIGURE 68 PTC INC.: COMPANY SNAPSHOT 333
13.1.9 SEIKO EPSON 336
TABLE 274 SEIKO EPSON: COMPANY SNAPSHOT 336
FIGURE 69 SEIKO EPSON: COMPANY SNAPSHOT 337
13.1.10 LENOVO 339
TABLE 275 LENOVO: COMPANY SNAPSHOT 339
FIGURE 70 LENOVO: COMPANY SNAPSHOT 340
13.2 OTHER PLAYERS 343
13.2.1 WIKITUDE GMBH 343
13.2.2 EON REALITY 344
13.2.3 MAXST 345
13.2.4 MAGIC LEAP INC. 346
13.2.5 BLIPPAR 347
13.2.6 UPSKILL 348
13.2.7 ATHEER INC. 348
13.2.8 VUZIX 349
13.2.9 CYBERGLOBE SYSTEMS 350
13.2.10 LEAP MOTION (ULTRALEAP) 351
13.2.11 SIXSENSE ENTERPRISES 352
13.2.12 NINTENDO 353
13.2.13 PSIOUS 353
13.2.14 MARXENT LABS, LLC 354
13.2.15 INGLOBE TECHNOLOGIES 354
13.2.16 META COMPANY 355
13.2.17 NIANTIC 355
13.2.18 AUGMENT SAS 356
13.2.19 MINDMAZE 356
13.2.20 FIRSTHAND TECHNOLOGY 357
13.2.21 WORLDVIZ 358
13.2.22 VIRTUIX 358
13.2.23 SURVIOS 359
13.2.24 INTEL CORPORATION 359
13.2.25 REALWEAR 360
13.2.26 MERGE LABS 360
13.2.27 SPACEVR 361
13.2.28 VIRTUALLY LIVE 361
13.2.29 XIAOMI CORPORATION 362
13.2.30 PANASONIC CORPORATION 362
13.2.31 DYNABOOK AMERICAS, INC. 363
13.2.32 OPTINVENT 363
13.2.33 WAYRAY 364
13.2.34 SCOPE AR 364
13.2.35 CONTINENTAL 365
13.2.36 VISTEON CORPORATION 365
13.2.37 TALEPSPIN 366
13.2.38 SCANTA 366
13.2.39 CRAFTARS 367
13.2.40 APPENTUS TECHNOLOGIES 367
13.2.41 BIDON GAMES STUDIO 368
*Details on Business Overview, Solutions, Products offered & Services strategies, Delas, Recent Developments, MnM View might not be captured in case of unlisted companies.
14 APPENDIX 369
14.1 DISCUSSION GUIDE 369
14.2 KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL 373
14.3 AVAILABLE CUSTOMIZATIONS 375
14.4 RELATED REPORTS 375
14.5 AUTHOR DETAILS 376

  • Not Sure / Need Reassuring
    • Confirm Content
      • Content is provided by our partners and every effort is made to make Market Report details as clear as possible. If you are not sure the exact content you require is included in this study you can Contact us to double check. To do this you can:

        Use the ‘? ASK A QUESTION’ below the license / prices and to the right of this box. This will come directly to our team who will work on dealing with your request as soon as possible.

        Write to directly on support@scotts-international.com with details. Please include as much information as possible including the name of report or link so our staff will be able to work on you request.

        Telephone us directly on 0048 603 394 346 and an experienced member of team will be on hand to answer.

    • Sample Pages
      • With the vast majority of our partners we can obtain Sample Pages to support your decision. This is something we can arrange without revealing your personal details.

        It is important to note that we will not be able to provide you the exact data or statistics such as Market Size and Forecasts. Sample pages usually confirm the layout or the Categories included in Charts and Graphs, excluding specific data.

        To ask for Sample Pages by contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.

    • Check for Alternatives
      • Whilst we try to make our online platform as easy to use as possible there is always the possibility that a better alternative has not been found in your search.

        To avoid this possibility Contact us through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346 and a Senior Team Member can review your requirements and send a list of possibilities with opinions and recommendations.

  • Prices / Formats / Delivery
    • Prices
      • All prices are set by our partners and should be exactly the same as those listed on their own websites. We work on a Revenue share basis ensuring that you never pay more than what is offered elsewhere.

        Should you find the price cheaper on another platform we recommend you to Contact us as we should be able to match this price. You can Contact us though through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.

    • Discounts
      • As we work in close partnership with our Partners from time to time we can secure discounts and assist with negotiations, this is part of our personalised service to you.

        Discounts can sometimes be arranged for speedily placed orders; multiple report purchases or Higher License purchases.

        To check if a Discount is possible please Contact our experienced team through ‘? ASK A QUESTION’, support@scotts-international.com, or by telephoning 0048 603 394 346.

    • Available Currencies
      • Most Market Reports on our platform are listed in USD or EURO based on the wishes of our Partners. To avoid currency fluctuations and potential price differentiations we do not offer the possibility to change the currency online.

        Should you wish to pay in a different currency to that advertised online we do accept payments in USD, EURO, GBP and PLN. The price will be calculated based on the relevant exchange rate taken from our National Bank.

        To pay in a different above currency to that advertised online please Contact our team and a quotation will be sent within a couple of hours with payment details.

    • Licenses
      • License options vary from Partner to Partner as is usually based on the number of Users that will benefitting from the report. It is very important that License ordered is not breached as this could have potential negative consequences for you individually or your employer.

        If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.

    • Global Site License
      • The Global Site License is the most comprehensive license available. By selecting this license, the Market Report can be shared with other ‘Allowed Users’ and any other member of staff from the same organisation regardless of geographic location.

        It is important to note that this may exclude Parent Companies or Subsidiaries.

        If you have questions or need confirmation about the specific license we recommend you to Contact us and a detailed explanation will be provided.

    • Formats
      • The most common format is PDF, however in certain circumstances data may be present in Excel format or Online, especially in the case of Database or Directories. In addition, for certain higher license options a CD may also be provided.

        If you have questions or need clarification about the specific formats we recommend you to Contact us and a detailed explanation will be provided.

    • Delivery
      • Delivery is fulfilled by our partners directly. Once an order has been placed we inform the partner by sharing the delivery email details given in the order process.

        Delivery is usually made within 24 hours of an order being placed, however it may take longer should your order be placed prior to the weekend or if otherwise specified on the Market Report details page. Additionally, if details have been not fully completed in the Order process a delay in delivery is possible.

        If a delay in delivery is expected you will be informed about it immediately.

    • Shipping Charges
      • As most Market Reports are delivered in PDF format we almost never have to add additional Shipping Charges. If, however you are ordering a Higher License service or a specific delivery format (e.g. CD version) charges may apply.

        If you are concerned about additional Shipping Charges we recommend you to Contact us to double check.

  • Ordering
    • By Credit Card
      • We work in Partnership with PayU to ensure payments are made securely in a fast and effortless way. PayU is the e-payments division of Naspers.

        Naspers operates in over 133 International Markets and ranks 3rd Globally in terms of the number of e-commerce customers served.

        For more information on PayU please visit: https://www.payu.pl/en/about-us

    • By Money Transfer
      • If you require an invoice prior to payment, this is possible. To ensure a speedy delivery of the Market Report we require all relevant company details and you agree to maximum payment terms of 30 days from receipt of order.

        With our regular clients deliver of the Market Report can be made prior to receiving payment, however in some circumstances we may ask for payment to be received before arranging for the Market Report to be delivered.

  • Security
    • Website security
      • We have specifically partnered with leading International companies to protect your privacy by using different technologies and processes to ensure security.

        Everything submitted to Scotts International is encrypted via SSL (Secure Socket Layer) and all personal information provided to Scotts International is stored on computer systems with limited access in controlled environments.

    • Credit Card Security
      • We partner with PayU (https://www.payu.pl/en/about-us) to ensure all credit card payments are made securely in a fast and effortless way.

        PayU offers 250+ various payment channels and eWallet services across 4 continents allowing buyers to pay electronically, whether on a computer or a mobile device.

PLEASE SELECT LICENSE
  • $4950.00
  • $6650.00
  • $8150.00
  • $10000.00
  • ADD TO BASKET
  • BUY NOW