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Augmented and Virtual Reality Market Statistics 2020: Hyper Growth Predicted in the Coming Years, How?

04-08-2020 05:42 PM CET | IT, New Media & Software

Press release from: Allied Market Research

Augmented and Virtual Reality Market Statistics 2020: Hyper

The Objective of the "Global Augmented and Virtual Reality Market" report is to depict the trends and upcoming for the Augmented and Virtual Reality Market industry over the forecast years. Augmented and Virtual Reality Market report data has been gathered from industry specialists/experts. Although the market size of the market is studied and predicted from 2020 to 2027 mulling over 2019 as the base year of the market study. Attentiveness for the market has increased in recent decades due to development and improvement in the innovation.

Rapid adoption of smartphones & mobile gaming coupled with increased penetration of augmented & virtual reality solutions in education would fuel the growth of the global augmented and virtual reality market.

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The report provides detailed analyses of the top winning strategies, market share & estimations, driving factors & opportunities, key market segments, and competitive landscape. According to the report, the global augmented and virtual reality market generated $11.32 billion in 2017, and is expected to reach $571.42 billion by 2025, registering a CAGR of 63.3% from 2018 to 2025.

Increase in the number of smartphone & mobile game users and rise in adoption of augmented & virtual reality solutions in education drive the growth of the market. However, lack of skilled personnel and sluggish penetration of these technologies in underdeveloped economies would hamper the market growth. On the other hand, heavy inflow of investments in the market would create new opportunities in the industry in future.

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The large enterprises segment accounted for nearly two-thirds share of the total revenue in 2017 and is expected to maintain its lion's share through 2025. Large organizations can leverage the advantages of AR and VR, as they are not affected by budgetary restraints as in the case of small enterprises. Large enterprises use the advantage of scale to efficiently invest in equipment that are necessary for training employees and improving customer experience. However, SMEs would register the highest CAGR of 66.40% from 2018 to 2025. Though the cost of VR equipment still affects and acts as a barrier for smaller businesses; however, the cost is anticipated to reduce in future, leading to increase in adoption of AR and VR among SMEs. Moreover, AR is expected to play a major role in driving the growth of the SME market.

Among applications, the consumer segment held 61% of the market share and would continue its dominance through the forecast period. This segment is largely driven by increased consumption of video content among millennials and growing popularity of gaming and entertainment. However, the enterprise segment would grow at the fastest CAGR of 70% through 2025, owing to the increased adoption of AR and VR by enterprises, especially in manufacturing, healthcare, and retail sectors. Enterprises are anticipated to invest heavily in AR and VR for developing new IT and business applications such as design & visualization, corporate trainings, field maintenance, customer experience, and marketing.

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The gaming segment accounted for 26% share of the total revenue in 2017 and would maintain its lead in terms of revenue by 2025. The segment would grow at the fastest CAGR of 68.10% during the forecast period. New innovations, such as 360-degree view of an environments and haptic feedback through controls have attracted more gamers to adopt immersive technologies. The research also analyzes entertainment and media, aerospace and defense, healthcare, education, manufacturing, retail, among other industries.

North America held the major market share of 37% in 2017 and would maintain its lead through 2025. This is because of the large-scale adoption of AR/VR solutions by players in the region to cater to the growing demand for innovative technologies such as digital twins. However, Asia-Pacific would register the fastest CAGR of 66.70% from 2018 to 2025 owing to the proliferation of smartphones, surge in the number of startups dealing in AR/VR, and advancements in connectivity in this region. In addition, government initiatives in China and India that encourage developments in AR/VR for defense and manufacturing sectors are expected to supplement the growth in the Asia-Pacific regions.

The key players analyzed in the report are Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude. These players have adopted different strategies such as collaborations, mergers & acquisitions, joint ventures, partnerships, expansions, and others to gain a strong position in the industry.

Key questions answered in Augmented and Virtual Reality Market research study:

o What is the market growth rate of Augmented and Virtual Reality Market from 2020-2027?
o What will be the global market size of the market from 2020 to 2027?
o Who are the leading global players in the Augmented and Virtual Reality Market?
o What are the current trends and predicted trends?
o What are the challenges faced in the Augmented and Virtual Reality Market?
o Which will be the niches at which players profiling with thorough plans, financials, and also recent advancements should set a presence?
o Which will be the anticipated growth rates for your own Augmented and Virtual Reality Market economy altogether and also for every segment inside?
o Which will be the Augmented and Virtual Reality Market application and types and forecast accompanied closely by producers?
o What are the conclusions of the Augmented and Virtual Reality Market report?

CHAPTER 1: INTRODUCTION

1.1. Report description
1.2. Key benefits for stakeholders
1.3. Research methodology

1.3.1. Secondary research
1.3.2. Primary research
1.3.3. Analyst tools & models

CHAPTER 2: EXECUTIVE SUMMARY

2.1. CXO perspective

CHAPTER 3: MARKET OVERVIEW

3.1. Market definition and scope
3.2. Key findings

3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.2.3. Top winning strategies

3.3. Porter's five forces analysis
3.4. Key player positioning, 2017
3.5. Market dynamics

3.5.1. Drivers

3.5.1.1. Expansion in gamer community
3.5.1.2. Increase in smartphone penetration
3.5.1.3. Cost-efficient benefits of augmented and virtual reality based solutions

3.5.2. Restraints

3.5.2.1. lack of good user experience design
3.5.2.2. Lack of good user experience design

3.5.3. Opportunities

3.5.3.1. Advancement of Technology
3.5.3.2. Progressing adoption of AR VR by enterprises

CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE

4.1. Overview
4.2. LARGE ENTERPRISES

4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast, by region
4.2.4. Market analysis by country

4.3. SMALL & MEDIUM SIZED ENTERPRISES (SME)

4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast, by region
4.3.4. Market analysis by country

CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

5.1. Overview
5.2. CONSUMER

5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast, by region
5.2.4. Market analysis by country

5.3. ENTERPRISE

5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast, by region
5.3.4. Market analysis by country

CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL

6.1. Overview
6.2. Gaming

6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast, by region
6.2.4. Market analysis by country

6.3. Entertainment and media

6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast, by region
6.3.4. Market analysis by country

6.4. Aerospace and defense

6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast, by region
6.4.4. Market analysis by country

6.5. Healthcare

6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast, by region
6.5.4. Market analysis by country

6.6. Education

6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast, by region
6.6.4. Market analysis by country

6.7. Manufacturing

6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast, by region
6.7.4. Market analysis by country

6.8. Retail

6.8.1. Key market trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast, by region
6.8.4. Market analysis by country

6.9. Others

6.9.1. Key market trends
6.9.2. Key growth factors and opportunities
6.9.3. Market size and forecast, by region
6.9.4. Market analysis by country

CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION

7.1. Overview
7.2. North America

7.2.1. Key market trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast

7.2.3.1. Market size and forecast, by organization size
7.2.3.2. Market size and forecast, by application
7.2.3.3. Market size and forecast, by industry vertical
7.2.3.4. Market size and forecast, by country
7.2.3.5. U.S.

7.2.3.5.1. Market size and forecast, by organization size
7.2.3.5.2. Market size and forecast, by application
7.2.3.5.3. Market size and forecast, by industry vertical

7.2.3.6. Canada

7.2.3.6.1. Market size and forecast, by organization size
7.2.3.6.2. Market size and forecast, by application
7.2.3.6.3. Market size and forecast, by industry vertical

7.3. Europe

7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast

7.3.3.1. Market size and forecast, by organization size
7.3.3.2. Market size and forecast, by application
7.3.3.3. Market size and forecast, by industry vertical
7.3.3.4. Market size and forecast, by country
7.3.3.5. UK

7.3.3.5.1. Market size and forecast, by organization size
7.3.3.5.2. Market size and forecast, by application
7.3.3.5.3. Market size and forecast, by industry vertical

7.3.3.6. France

7.3.3.6.1. Market size and forecast, by organization size
7.3.3.6.2. Market size and forecast, by application
7.3.3.6.3. Market size and forecast, by industry vertical

7.3.3.7. Germany

7.3.3.7.1. Market size and forecast, by organization size
7.3.3.7.2. Market size and forecast, by application
7.3.3.7.3. Market size and forecast, by industry vertical

7.3.3.8. RUSSIA

7.3.3.8.1. Market size and forecast, by organization size
7.3.3.8.2. Market size and forecast, by application
7.3.3.8.3. Market size and forecast, by industry vertical

7.3.3.9. Rest of Europe

7.3.3.9.1. Market size and forecast, by organization size
7.3.3.9.2. Market size and forecast, by application
7.3.3.9.3. Market size and forecast, by industry vertical

7.4. Asia-Pacific

7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast

7.4.3.1. Market size and forecast, by organization size
7.4.3.2. Market size and forecast, by application
7.4.3.3. Market size and forecast, by industry vertical
7.4.3.4. Market size and forecast, by country
7.4.3.5. China

7.4.3.5.1. Market size and forecast, by organization size
7.4.3.5.2. Market size and forecast, by application
7.4.3.5.3. Market size and forecast, by industry vertical

7.4.3.6. India

7.4.3.6.1. Market size and forecast, by organization size
7.4.3.6.2. Market size and forecast, by application
7.4.3.6.3. Market size and forecast, by industry vertical

7.4.3.7. Japan

7.4.3.7.1. Market size and forecast, by organization size
7.4.3.7.2. Market size and forecast, by application
7.4.3.7.3. Market size and forecast, by industry vertical

7.4.3.8. SOUTH KOREA

7.4.3.8.1. Market size and forecast, by organization size
7.4.3.8.2. Market size and forecast, by application
7.4.3.8.3. Market size and forecast, by industry vertical

7.4.3.9. Rest of Asia-Pacific

7.4.3.9.1. Market size and forecast, by organization size
7.4.3.9.2. Market size and forecast, by application
7.4.3.9.3. Market size and forecast, by industry vertical

7.5. LAMEA

7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast

7.5.3.1. Market size and forecast, by organization size
7.5.3.2. Market size and forecast, by application
7.5.3.3. Market size and forecast, by industry vertical
7.5.3.5. Market size and forecast, by country
7.5.3.6. Latin America

7.5.3.6.1. Market size and forecast, by organization size
7.5.3.6.2. Market size and forecast, by application
7.5.3.6.3. Market size and forecast, by industry vertical

7.5.3.7. Middle East

7.5.3.7.1. Market size and forecast, by organization size
7.5.3.7.2. Market size and forecast, by application
7.5.3.7.3. Market size and forecast, by industry vertical

7.5.3.8. Africa

7.5.3.8.1. Market size and forecast, by organization size
7.5.3.8.2. Market size and forecast, by application
7.5.3.8.3. Market size and forecast, by industry vertical

CHAPTER 8: COMPANY PROFILES

8.1. Alphabet (Google Inc.)

8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Operating business segments
8.1.4. Product portfolio
8.1.5. Business performance
8.1.6. Key strategic moves and developments

8.2. DAQRI

8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Product portfolio
8.2.4. Business performance
8.2.5. Key strategic moves and developments

8.3. Facebook

8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Operating business segments
8.3.4. Product portfolio
8.3.5. Business performance
8.3.6. Key strategic moves and developments

8.4. HTC

8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Product portfolio
8.4.4. Key strategic moves and developments

8.5. Magic Leap, Inc.

8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Operating business segments
8.5.4. Product portfolio
8.5.5. Business performance
8.5.6. Key strategic moves and developments

8.6. Microsoft Corporation

8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Operating business segments
8.6.4. Product portfolio
8.6.5. Business performance
8.6.6. Key strategic moves and developments

8.7. OSTERHOUT DESIGN GROUP

8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Operating business segments
8.7.4. Product portfolio
8.7.5. Business performance
8.7.6. Key strategic moves and developments

8.8. Samsung Electronics Co., Ltd.

8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Operating business segments
8.8.4. Product portfolio
8.8.5. Business performance
8.8.6. Key strategic moves and developments

8.9. Sony

8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Product portfolio

8.10. Wikitude

8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Product portfolio
8.10.4. Key strategic moves and developments

List of Tables - 103
lst of Figures - 63

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About Us:

Allied Market Research (AMR) is a full-service market research and business-consulting wing of Allied Analytics LLP based in Portland, Oregon. Allied Market Research provides global enterprises as well as medium and small businesses with unmatched quality of "Market Research Reports" and "Business Intelligence Solutions." AMR has a targeted view to provide business insights and consulting to assist its clients to make strategic business decisions and achieve sustainable growth in their respective market domain.

We are in professional corporate relations with various companies and this helps us in digging out market data that helps us generate accurate research data tables and confirms utmost accuracy in our market forecasting. Each and every data presented in the reports published by us is extracted through primary interviews with top officials from leading companies of domain concerned. Our secondary data procurement methodology includes deep online and offline research and discussion with knowledgeable professionals and analysts in the industry.

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