Growth Opportunities in the VR and AR-MR Market—Forecast to 2028

Growth Opportunities in the VR and AR-MR Market Forecast to 2028

This research service analyzes the global virtual and augmented-mixed reality (VR and AR-MR) technologies as a part of the broader extended reality (XR) technology. XR is an umbrella term referring to the spectrum of experiences and technologies that immerse users or augment the real world through audio, visual, and haptic cues. XR is at the heart of the futuristic digital transformation to offer immersive and assisted experiences through a 3D virtual environment.

The foundations of the VR and AR-MR market have been visibly solidifying over the last two to three years, with big companies investing billions of dollars to enable VR and AR-MR growth. Tech providers wanting to reap the benefits of VR and AR-MR opportunities need to react quickly to what is expected to be the future iteration of the Internet and content.

The study forecasts revenues of the total global VR and AR-MR market and provides individual forecasts by type of XR technology, usage, and hardware versus software revenues. Categorized by the type of XR technology, the study forecasts the VR market separately from the AR and MR markets. AR and MR technologies have been grouped together in this research as “AR-MR” since both experiences merge elements of real and virtual worlds as opposed to offering a fully simulated or user-immersed VR experience.

The study forecasts the total VR and AR-MR market and the individual VR and AR-MR markets by personal and commercial use cases. Commercial use cases include both vertical use cases and the enterprise or corporate office segments. This study also provides a comparative revenue forecast for VR and AR-MR hardware-related endpoints and VR and AR-MR software services. Hardware VR and AR-MR revenues are composed of manufacturer-level sales of endpoints (for example, headsets, glasses, and related accessories) to service providers, distributors, retailers, resellers, and other distribution channels, as well as direct sales to personal or commercial customers. Heads-up displays have not been included in the count. Software VR and AR-MR revenues are composed of finished and commercialized content revenue offerings sold by various types of companies (for example, software developers, platform companies, content creators, etc.) for personal and commercial usage, including gaming, entertainment, tourism, training, manufacturing, real estate, retail and advertising, healthcare, education, automotive, military and defense, and more.

RESEARCH BENEFITS

The study also provides comparative 2020 versus 2021 revenue market splits for the following regions:

North America
Europe, Middle East, and Africa
Asia-Pacific
Latin America


  • Strategic Imperatives
    • Why is it Increasingly Difficult to Grow?
    • The Strategic Imperative 8
    • The Impact of the Top 3 Strategic Imperatives on the Virtual and Augmented-mixed Reality (VR and AR-MR) Industries
    • Growth Opportunities Fuel the Growth Pipeline Engine
  • Growth Opportunity Analysis
    • Scope of Analysis
    • Segmentation
    • Key Competitors
    • Growth Metrics
    • Growth Drivers
    • Growth Drivers Analysis
    • Growth Restraints
    • Growth Restraint Analysis
    • Forecast Assumptions
    • Revenue Forecast-VR and AR-MR
      • Table VR and AR-MR: Revenue Forecast, Global, 2019-2028
    • Revenue Forecast-VR
      • Table VR: Revenue Forecast, Global, 2019-2028
    • Revenue Forecast-AR-MR
      • Table AR-MR: Revenue Forecast, Global, 2019-2028
    • Revenue Forecast by XR Technology Type-VR and AR-MR
      • Table VR and AR-MR: Revenue Forecast by XR Technology Type, Global, 2019-2028
    • Revenue Forecast by Usage Type-VR and AR-MR
      • Table VR and AR-MR: Revenue Forecast by Usage Type, 2019-2028
    • Revenue Forecast by Usage Type-VR
      • Table VR: Revenue Forecast by Usage Type, 2019-2028
    • Revenue Forecast by Usage Type-AR-MR
      • Table AR-MR: Revenue Forecast by Usage Type, 2019-2028
    • Revenue Forecast by Hardware Versus Software-VR and AR-MR
      • Table VR and AR-MR: Revenue Forecast by Hardware Versus Software, 2019-2028
    • Revenue Forecast by Hardware Versus Software-VR
      • Table VR: Revenue Forecast by Hardware Versus Software, 2019-2028
    • Revenue Forecast by Hardware Versus Software-AR-MR
      • Table AR-MR: Revenue Forecast by Hardware Versus Software, 2019-2028
    • Percent Revenue by Region-VR and AR-MR
    • Revenue Forecast Analysis
    • Percent Revenue Forecast Analysis by Region
    • Pricing Trends and Forecast Analysis
    • Competitive Environment
    • Key Participants in the XR Landscape
  • Growth Opportunity Universe
    • Growth Opportunities
    • Growth Opportunity 1: Expanding Metaverse Economy Catalyzes a New Realm of Revenue Streams
    • Growth Opportunity 2: 5G Implementations Enable VR and AR-MR Growth
    • Growth Opportunity 3: Component Improvements Accelerate the Entire Ecosystem
    • Growth Opportunity 4: M&E Remains the Major Growth Catalyst for the VR and AR-MR Industry
    • Growth Opportunity 5: Industrial and Manufacturing Segments Gradually but Steadily Adopting VR and AR-MR Technologies
    • Growth Opportunity 6: VR and AR-MR Technologies Offer New Ways for Retailers to Engage with Shoppers
    • Growth Opportunity 7: XR Extends Treatment and Activity Options in Health and Wellness
    • Growth Opportunity 8: Education and Training Boost VR and AR-MR Demand
    • Growth Opportunity 9: XR can Amplify Site-specific or Remote Travel and Tourism
    • Growth Opportunity 10: New VR and AR-MR Cloud Meetings and Event Experiences to Help the Workforce of the Future
  • Next Steps
    • Your Next Steps
    • Why Frost, Why Now?

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