Global Virtual and Augmented Reality Market Research Report 2024(Status and Outlook)

Global Virtual and Augmented Reality Market Research Report 2024(Status and Outlook)



Report Overview:

VR places users in an imaginary or re-replicated world (such as a game, movie, or flight simulation), or simulates the real world (such as watching live sports). The major hardware players in the VR space are Oculus, Sony (PlayStation VR) and HTC (Vive). AR is the addition of a digital imaginary world to the real world, with major hardware including Microsoft (HoloLens), Google (Google Glass) and Magic Leap.

The Global Virtual and Augmented Reality Market Size was estimated at USD 2616.35 million in 2023 and is projected to reach USD 5275.86 million by 2029, exhibiting a CAGR of 12.40% during the forecast period.

This report provides a deep insight into the global Virtual and Augmented Reality market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Virtual and Augmented Reality Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.

In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Virtual and Augmented Reality market in any manner.

Global Virtual and Augmented Reality Market: Market Segmentation Analysis

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

Key Company

Google

Samsung Electronics

Microsoft

Sony Interactive Entertainment

Oculus VR

HTC

ZeroLigh

EON Reality

Nokia

Barco

Blippar

Aurasma

MindMaze

Virtalis

Manus Machinae

Independiente Communications

VirZOOM

NuFormer Projection

Market Segmentation (by Type)

Hardware

Software

Service

Market Segmentation (by Application)

Healthcare

Education

Retail

Gaming

Construction

Media and Entertainment

Automotive

Defense and Aerospace

Manufacturing

Geographic Segmentation

North America (USA, Canada, Mexico)

Europe (Germany, UK, France, Russia, Italy, Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)

South America (Brazil, Argentina, Columbia, Rest of South America)

The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)

Key Benefits of This Market Research:

Industry drivers, restraints, and opportunities covered in the study

Neutral perspective on the market performance

Recent industry trends and developments

Competitive landscape & strategies of key players

Potential & niche segments and regions exhibiting promising growth covered

Historical, current, and projected market size, in terms of value

In-depth analysis of the Virtual and Augmented Reality Market

Overview of the regional outlook of the Virtual and Augmented Reality Market:

Key Reasons to Buy this Report:

Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change

This enables you to anticipate market changes to remain ahead of your competitors

You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents

The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly

Provision of market value (USD Billion) data for each segment and sub-segment

Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market

Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region

Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled

Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players

The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions

Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis

Provides insight into the market through Value Chain

Market dynamics scenario, along with growth opportunities of the market in the years to come

6-month post-sales analyst support

Customization of the Report

In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.

Note: this report may need to undergo a final check or review and this could take about 48 hours.

Chapter Outline

Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.

Chapter 2 is an executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the Virtual and Augmented Reality Market and its likely evolution in the short to mid-term, and long term.

Chapter 3 makes a detailed analysis of the Market's Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.

Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porter's five forces analysis.

Chapter 5 introduces the latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 7 provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 8 provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.

Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.

Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.

Chapter 12 is the main points and conclusions of the report.


1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Virtual and Augmented Reality
1.2 Key Market Segments
1.2.1 Virtual and Augmented Reality Segment by Type
1.2.2 Virtual and Augmented Reality Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Virtual and Augmented Reality Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Virtual and Augmented Reality Market Competitive Landscape
3.1 Global Virtual and Augmented Reality Revenue Market Share by Company (2019-2024)
3.2 Virtual and Augmented Reality Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Virtual and Augmented Reality Market Size Sites, Area Served, Product Type
3.4 Virtual and Augmented Reality Market Competitive Situation and Trends
3.4.1 Virtual and Augmented Reality Market Concentration Rate
3.4.2 Global 5 and 10 Largest Virtual and Augmented Reality Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 Virtual and Augmented Reality Value Chain Analysis
4.1 Virtual and Augmented Reality Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of Virtual and Augmented Reality Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 Virtual and Augmented Reality Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Virtual and Augmented Reality Market Size Market Share by Type (2019-2024)
6.3 Global Virtual and Augmented Reality Market Size Growth Rate by Type (2019-2024)
7 Virtual and Augmented Reality Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Virtual and Augmented Reality Market Size (M USD) by Application (2019-2024)
7.3 Global Virtual and Augmented Reality Market Size Growth Rate by Application (2019-2024)
8 Virtual and Augmented Reality Market Segmentation by Region
8.1 Global Virtual and Augmented Reality Market Size by Region
8.1.1 Global Virtual and Augmented Reality Market Size by Region
8.1.2 Global Virtual and Augmented Reality Market Size Market Share by Region
8.2 North America
8.2.1 North America Virtual and Augmented Reality Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Virtual and Augmented Reality Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Virtual and Augmented Reality Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Virtual and Augmented Reality Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Virtual and Augmented Reality Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 Google
9.1.1 Google Virtual and Augmented Reality Basic Information
9.1.2 Google Virtual and Augmented Reality Product Overview
9.1.3 Google Virtual and Augmented Reality Product Market Performance
9.1.4 Google Virtual and Augmented Reality SWOT Analysis
9.1.5 Google Business Overview
9.1.6 Google Recent Developments
9.2 Samsung Electronics
9.2.1 Samsung Electronics Virtual and Augmented Reality Basic Information
9.2.2 Samsung Electronics Virtual and Augmented Reality Product Overview
9.2.3 Samsung Electronics Virtual and Augmented Reality Product Market Performance
9.2.4 Google Virtual and Augmented Reality SWOT Analysis
9.2.5 Samsung Electronics Business Overview
9.2.6 Samsung Electronics Recent Developments
9.3 Microsoft
9.3.1 Microsoft Virtual and Augmented Reality Basic Information
9.3.2 Microsoft Virtual and Augmented Reality Product Overview
9.3.3 Microsoft Virtual and Augmented Reality Product Market Performance
9.3.4 Google Virtual and Augmented Reality SWOT Analysis
9.3.5 Microsoft Business Overview
9.3.6 Microsoft Recent Developments
9.4 Sony Interactive Entertainment
9.4.1 Sony Interactive Entertainment Virtual and Augmented Reality Basic Information
9.4.2 Sony Interactive Entertainment Virtual and Augmented Reality Product Overview
9.4.3 Sony Interactive Entertainment Virtual and Augmented Reality Product Market Performance
9.4.4 Sony Interactive Entertainment Business Overview
9.4.5 Sony Interactive Entertainment Recent Developments
9.5 Oculus VR
9.5.1 Oculus VR Virtual and Augmented Reality Basic Information
9.5.2 Oculus VR Virtual and Augmented Reality Product Overview
9.5.3 Oculus VR Virtual and Augmented Reality Product Market Performance
9.5.4 Oculus VR Business Overview
9.5.5 Oculus VR Recent Developments
9.6 HTC
9.6.1 HTC Virtual and Augmented Reality Basic Information
9.6.2 HTC Virtual and Augmented Reality Product Overview
9.6.3 HTC Virtual and Augmented Reality Product Market Performance
9.6.4 HTC Business Overview
9.6.5 HTC Recent Developments
9.7 ZeroLigh
9.7.1 ZeroLigh Virtual and Augmented Reality Basic Information
9.7.2 ZeroLigh Virtual and Augmented Reality Product Overview
9.7.3 ZeroLigh Virtual and Augmented Reality Product Market Performance
9.7.4 ZeroLigh Business Overview
9.7.5 ZeroLigh Recent Developments
9.8 EON Reality
9.8.1 EON Reality Virtual and Augmented Reality Basic Information
9.8.2 EON Reality Virtual and Augmented Reality Product Overview
9.8.3 EON Reality Virtual and Augmented Reality Product Market Performance
9.8.4 EON Reality Business Overview
9.8.5 EON Reality Recent Developments
9.9 Nokia
9.9.1 Nokia Virtual and Augmented Reality Basic Information
9.9.2 Nokia Virtual and Augmented Reality Product Overview
9.9.3 Nokia Virtual and Augmented Reality Product Market Performance
9.9.4 Nokia Business Overview
9.9.5 Nokia Recent Developments
9.10 Barco
9.10.1 Barco Virtual and Augmented Reality Basic Information
9.10.2 Barco Virtual and Augmented Reality Product Overview
9.10.3 Barco Virtual and Augmented Reality Product Market Performance
9.10.4 Barco Business Overview
9.10.5 Barco Recent Developments
9.11 Blippar
9.11.1 Blippar Virtual and Augmented Reality Basic Information
9.11.2 Blippar Virtual and Augmented Reality Product Overview
9.11.3 Blippar Virtual and Augmented Reality Product Market Performance
9.11.4 Blippar Business Overview
9.11.5 Blippar Recent Developments
9.12 Aurasma
9.12.1 Aurasma Virtual and Augmented Reality Basic Information
9.12.2 Aurasma Virtual and Augmented Reality Product Overview
9.12.3 Aurasma Virtual and Augmented Reality Product Market Performance
9.12.4 Aurasma Business Overview
9.12.5 Aurasma Recent Developments
9.13 MindMaze
9.13.1 MindMaze Virtual and Augmented Reality Basic Information
9.13.2 MindMaze Virtual and Augmented Reality Product Overview
9.13.3 MindMaze Virtual and Augmented Reality Product Market Performance
9.13.4 MindMaze Business Overview
9.13.5 MindMaze Recent Developments
9.14 Virtalis
9.14.1 Virtalis Virtual and Augmented Reality Basic Information
9.14.2 Virtalis Virtual and Augmented Reality Product Overview
9.14.3 Virtalis Virtual and Augmented Reality Product Market Performance
9.14.4 Virtalis Business Overview
9.14.5 Virtalis Recent Developments
9.15 Manus Machinae
9.15.1 Manus Machinae Virtual and Augmented Reality Basic Information
9.15.2 Manus Machinae Virtual and Augmented Reality Product Overview
9.15.3 Manus Machinae Virtual and Augmented Reality Product Market Performance
9.15.4 Manus Machinae Business Overview
9.15.5 Manus Machinae Recent Developments
9.16 Independiente Communications
9.16.1 Independiente Communications Virtual and Augmented Reality Basic Information
9.16.2 Independiente Communications Virtual and Augmented Reality Product Overview
9.16.3 Independiente Communications Virtual and Augmented Reality Product Market Performance
9.16.4 Independiente Communications Business Overview
9.16.5 Independiente Communications Recent Developments
9.17 VirZOOM
9.17.1 VirZOOM Virtual and Augmented Reality Basic Information
9.17.2 VirZOOM Virtual and Augmented Reality Product Overview
9.17.3 VirZOOM Virtual and Augmented Reality Product Market Performance
9.17.4 VirZOOM Business Overview
9.17.5 VirZOOM Recent Developments
9.18 NuFormer Projection
9.18.1 NuFormer Projection Virtual and Augmented Reality Basic Information
9.18.2 NuFormer Projection Virtual and Augmented Reality Product Overview
9.18.3 NuFormer Projection Virtual and Augmented Reality Product Market Performance
9.18.4 NuFormer Projection Business Overview
9.18.5 NuFormer Projection Recent Developments
10 Virtual and Augmented Reality Regional Market Forecast
10.1 Global Virtual and Augmented Reality Market Size Forecast
10.2 Global Virtual and Augmented Reality Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Virtual and Augmented Reality Market Size Forecast by Country
10.2.3 Asia Pacific Virtual and Augmented Reality Market Size Forecast by Region
10.2.4 South America Virtual and Augmented Reality Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Virtual and Augmented Reality by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global Virtual and Augmented Reality Market Forecast by Type (2025-2030)
11.2 Global Virtual and Augmented Reality Market Forecast by Application (2025-2030)
12 Conclusion and Key Findings

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