Europe AR/VR Chip Market Size, Share & Industry Trends Analysis Report By Device Type, By End User (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others), By Chip Type, By Country and Growth Forecast, 2022 - 2028

Europe AR/VR Chip Market Size, Share & Industry Trends Analysis Report By Device Type, By End User (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others), By Chip Type, By Country and Growth Forecast, 2022 - 2028

The Europe AR/VR Chip Market would witness market growth of 25.1% CAGR during the forecast period (2022-2028).

The collection and exchange of tacit information is another area where augmented reality has a lot of promise. The majority of the time, real-time, semantic contexts with environmental factors are used for augmentation techniques. Over a live video feed of a sporting game, immersive perceptual information is occasionally merged with supplementary information like scores.

This combines the advantages of both heads-up displays and augmented reality technology. A CPU, display, sensors, and input devices are examples of hardware for augmented reality. These components, which frequently entail camera and microelectromechanical systems sensors like an accelerometer, GPS, and solid-state compass, are included in contemporary mobile computing devices such as smartphones and tablet PCs, making them excellent AR platforms.

Reflective technology and diffractive waveguides are the two technologies used in augmented reality. Simulation-based virtual reality is one way to make virtual reality a reality. Driving simulators, for instance, give the driver the appearance that they are operating a real car by anticipating the motion of the vehicle due to the user's input and providing the driver with the appropriate visual, motion, and aural cues.

Due to the fast-growing esports business in numerous nations, more people in this region are considering esports as a professional vocation. A lot of institutions and schools in this area also provide specific education programs and scholarships for the best gamers and esports athletes. The esports sector has grown significantly due in large part to Europe. It is not a surprise that Europe gave rise to some of the first groups that made esports prominent, especially in the West.

The Germany market dominated the Europe AR/VR Chip Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $477.3 Million by 2028.The UK market is anticipated to grow at a CAGR of 24.1% during (2022 - 2028). Additionally, The France market would exhibit a CAGR of 26.1% during (2022 - 2028).

Based on Device Type, the market is segmented into Head Mounted Display, Gesture Tracking Device, Projector & Display Wall, Head Up Display and Handheld Device. Based on End User, the market is segmented into Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others. Based on Chip Type, the market is segmented into Processor ICs, User Interface ICs and Power Management IC. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, NVIDIA Corporation, Intel Corporation, Samsung Electronics Co., Ltd. (Samsung Group), QUALCOMM Incorporated (Qualcomm Technologies, Inc.), Spectra7 Microsystems Inc., MediaTek, Inc., Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Advanced Micro Devices, Inc., and Imagination Technologies Limited.

Scope of the Study

Market Segments covered in the Report:

By Device Type

  • Head Mounted Display
  • Gesture Tracking Device
  • Projector & Display Wall
  • Head Up Display
  • Handheld Device
By End User
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Others
By Chip Type
  • Processor ICs
  • User Interface ICs
  • Power Management IC
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Companies Profiled
  • IBM Corporation
  • NVIDIA Corporation
  • Intel Corporation
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
  • Spectra7 Microsystems Inc.
  • MediaTek, Inc.
  • Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
  • Advanced Micro Devices, Inc.
  • Imagination Technologies Limited
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe AR/VR Chip Market, by Device Type
1.4.2 Europe AR/VR Chip Market, by End User
1.4.3 Europe AR/VR Chip Market, by Chip Type
1.4.4 Europe AR/VR Chip Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenarios
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansion
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
Chapter 4. Europe AR/VR Chip Market by Device Type
4.1 Europe Head Mounted Display Market by Country
4.2 Europe Gesture Tracking Device Market by Country
4.3 Europe Projector & Display Wall Market by Country
4.4 Europe Head Up Display Market by Country
4.5 Europe Handheld Device Market by Country
Chapter 5. Europe AR/VR Chip Market by End User
5.1 Europe Gaming Market by Country
5.2 Europe Entertainment & Media Market by Country
5.3 Europe Aerospace & Defense Market by Country
5.4 Europe Healthcare Market by Country
5.5 Europe Others Market by Country
Chapter 6. Europe AR/VR Chip Market by Chip Type
6.1 Europe Processor ICs Market by Country
6.2 Europe User Interface ICs Market by Country
6.3 Europe Power Management IC Market by Country
Chapter 7. Europe AR/VR Chip Market by Country
7.1 Germany AR/VR Chip Market
7.1.1 Germany AR/VR Chip Market by Device Type
7.1.2 Germany AR/VR Chip Market by End User
7.1.3 Germany AR/VR Chip Market by Chip Type
7.2 UK AR/VR Chip Market
7.2.1 UK AR/VR Chip Market by Device Type
7.2.2 UK AR/VR Chip Market by End User
7.2.3 UK AR/VR Chip Market by Chip Type
7.3 France AR/VR Chip Market
7.3.1 France AR/VR Chip Market by Device Type
7.3.2 France AR/VR Chip Market by End User
7.3.3 France AR/VR Chip Market by Chip Type
7.4 Russia AR/VR Chip Market
7.4.1 Russia AR/VR Chip Market by Device Type
7.4.2 Russia AR/VR Chip Market by End User
7.4.3 Russia AR/VR Chip Market by Chip Type
7.5 Spain AR/VR Chip Market
7.5.1 Spain AR/VR Chip Market by Device Type
7.5.2 Spain AR/VR Chip Market by End User
7.5.3 Spain AR/VR Chip Market by Chip Type
7.6 Italy AR/VR Chip Market
7.6.1 Italy AR/VR Chip Market by Device Type
7.6.2 Italy AR/VR Chip Market by End User
7.6.3 Italy AR/VR Chip Market by Chip Type
7.7 Rest of Europe AR/VR Chip Market
7.7.1 Rest of Europe AR/VR Chip Market by Device Type
7.7.2 Rest of Europe AR/VR Chip Market by End User
7.7.3 Rest of Europe AR/VR Chip Market by Chip Type
Chapter 8. Company Profiles
8.1 Samsung Electronics Co., Ltd. (Samsung Group)
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Acquisition & Mergers:
8.1.5.2 Product Launches and Product Expansions:
8.1.6 SWOT Analysis
8.2 Intel Corporation
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Partnerships, Collaborations, and Agreements:
8.2.5.2 Geographical Expansions:
8.2.6 SWOT Analysis
8.3 IBM Corporation
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Regional & Segmental Analysis
8.3.4 Research & Development Expenses
8.3.5 Recent strategies and developments:
8.3.5.1 Partnerships, Collaborations & Agreements:
8.3.6 SWOT Analysis
8.4 NVIDIA Corporation
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 SWOT Analysis
8.5 QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Segmental and Regional Analysis
8.5.4 Research & Development Expense
8.5.5 Recent strategies and developments:
8.5.5.1 Partnerships, Collaborations, and Agreements:
8.5.5.2 Product Launches and Product Expansions:
8.6 MediaTek, Inc.
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Regional Analysis
8.6.4 Research & Development Expenses
8.6.5 Recent strategies and developments:
8.6.5.1 Partnerships, Collaborations, and Agreements:
8.6.5.2 Product Launches and Product Expansions:
8.7 Spectra7 Microsystems, Inc.
8.7.1 Company Overview
8.7.2 Financial Analysis
8.7.3 Research & Development Expenses
8.8 Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
8.8.1 Company Overview
8.8.2 Financial Analysis
8.8.3 Segmental and Regional Analysis
8.8.4 Research & Development Expense
8.8.5 Recent strategies and developments:
8.8.5.1 Partnerships, Collaborations, and Agreements:
8.9 Advanced Micro Devices, Inc.
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Segmental and Regional Analysis
8.9.4 Research & Development Expenses
8.9.5 Recent strategies and developments:
8.9.5.1 Partnerships, Collaborations, and Agreements:
8.10. Imagination Technologies Limited
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Product Launches and Product Expansions:

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