조사회사 : MarketsandMarkets (마켓츠앤마켓츠) 출판년월 : 2024년08월
Augmented and Virtual Reality Market – Global Forecast to 2029
증강 현실과 가상 현실 시장 – 엔터프라이즈, 기술(증강 현실, 가상 현실), 제품(하드웨어, 소프트웨어), 장치 유형(HMD, HUD, 제스처 추적 장치), 애플리케이션 및 지역 – 2029년까지의 세계 예측
Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region – Global Forecast to 2029
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Report Overview
The Augmented and Virtual Reality Market was valued at USD 22.12 billion in 2024 and is expected to reach USD $96.32 billion by 2029, at a CAGR of 34.2% during the 2024-2029 period.
증강 현실과 가상 현실 시장은 2024년에 221억 2000만 달러로 평가되며, 2024년부터 2029년까지 34.2%의 CAGR로 성장했으며 2029년까지 963억 2000만 달러에 이를 것으로 예상된다. 되었습니다.
The major factors driving the growth of augmented and virtual reality market includes the surging AR developer ecosystem, and presence of budget-friendly VR devices. Moreover, the ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies is expected to provide several growth opportunities for market players in the augmented and virtual reality market.
Semi & Fully immersive technology is expected to register higher CAGR in the virtual reality market during the forecast period
The virtual reality market for semi & fully immersive technology is expected to register higher CAGR during the forecast period which is attributed to the increasing adoption of semi immersive technology in simulation training and virtual walkthroughs, and the increasing demand for fully immersive technology as they deliver high level of engagement which completely transports users into a digital environment to an extent that they lose awareness of their physical surroundings, which is highly preferrable in high-end gaming, medical simulations, virtual tours and architectural designs.
Software segment is expected to have the largest market size during the forecast period
The augmented and virtual reality software is expected to have the largest market size during the forecast period. This is attributed to the emerging projects that are transitioning into large-scale implementations. Major companies like IKEA and Walmart have launched their AR prototypes that aims at enhancing customer shopping experiences which reflects the ongoing experimentation in this sector. On the other hand, VR software plays a crucial role in manufacturing software development kits which is accelerated by mass consumerism. For instance, SDKs that highly support VR technology are REALITY SDK, Virtual Reality Tool Kit (VRTK), PlayStation Virtual Reality (PSVR) dev kit, Oculus SDK, and Google Virtual Reality SDK. Furthermore, VR software also provides cloud-based services that are used to compare captured images with a database, delivering relevant information back to the mobile device, which then handles image processing, including detection, resizing, and generating 3D images.
The break-up of profile of primary participants in the augmented and virtual reality market-
- By Company Type: Tier 1 – 15%, Tier 2 – 50%, Tier 3 – 20%
- By Designation Type: C Level – 45%, Director Level – 35%, Others – 20%
- By Region Type: North America – 45%, Europe – 35%, Asia Pacific – 12%, Rest of the World (RoW) – 8%
The major players of the augmented and virtual reality market are Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China) among others.
Research Coverage
The report segments the augmented and virtual reality market and forecasts its size based on technology, offering, device type, application, and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.
Reasons to buy the report:
The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall augmented and virtual reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.
The report provides insights on the following pointers:
- Analysis of key drivers (surging AR developer ecosystem, and presence of budget-friendly VR devices), restraints (high costs of AR technology, and presence of technological limitations), opportunities (ongoing government initiatives and investments towards the wide adoption, and research and development of AR and VR technologies), and challenges (display latency issues in AR and VR, high energy consumption in VR and limited field of vision in AR) influencing the growth of the augmented and virtual reality market.
- Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches, product development, partnerships, collaborations, contracts, joint investments, strategic supplier relationships, and expansions in the augmented and virtual reality market.
- Market Development: Comprehensive information about lucrative markets – the report analyses the augmented and virtual reality market across varied regions.
- Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the augmented and virtual reality market
- Competitive Assessment: In-depth assessment of market shares, growth strategies and product offerings of leading players like Meta. (US), Sony Group Corporation (Japan), Apple Inc. (US), ByteDance (China), and DPVR (China).
Augmented and Virtual Reality Market by Enterprise, Technology (Augmented Reality, Virtual Reality), Offering (Hardware, Software), Device Type (HMDs, HUDs, Gesture Tracking Devices), Application and Region – Global Forecast to 2029
증강 현실과 가상 현실 시장은 2024년에 221억 2000만 달러로 평가되며, 2024년부터 2029년까지 34.2%의 CAGR로 성장했으며 2029년까지 963억 2000만 달러에 이를 것으로 예상된다. 되었습니다.
Table of Contents
1 INTRODUCTION 29
1.1 STUDY OBJECTIVES 29
1.2 MARKET DEFINITION 29
1.3 STUDY SCOPE 30
1.3.1 MARKETS COVERED 30
1.3.2 REGIONAL SCOPE 31
1.3.3 INCLUSIONS AND EXCLUSIONS 31
1.3.4 YEARS CONSIDERED 32
1.4 CURRENCY CONSIDERED 33
1.5 UNITS CONSIDERED 33
1.6 LIMITATIONS 33
1.7 STAKEHOLDERS 33
1.8 SUMMARY OF CHANGES 33
2 RESEARCH METHODOLOGY 35
2.1 RESEARCH APPROACH 35
2.1.1 SECONDARY DATA 37
2.1.1.1 List of key secondary sources 37
2.1.1.2 Key data from secondary sources 37
2.1.2 PRIMARY DATA 38
2.1.2.1 List of primary interview participants 38
2.1.2.2 Breakdown of primaries 38
2.1.2.3 Key data from primary sources 39
2.1.2.4 Key industry insights 39
2.1.3 SECONDARY AND PRIMARY RESEARCH 40
2.2 MARKET SIZE ESTIMATION METHODOLOGY 40
2.2.1 BOTTOM-UP APPROACH 41
2.2.1.1 Approach to arrive at market size using bottom-up analysis
(demand side) 41
2.2.2 TOP-DOWN APPROACH 42
2.2.2.1 Approach to arrive at market size using top-down analysis
(supply side) 42
2.3 FORECAST 44
2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 45
2.5 RESEARCH ASSUMPTIONS 46
2.6 RISK ANALYSIS 47
3 EXECUTIVE SUMMARY 48
4 PREMIUM INSIGHTS 55
4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN AUGMENTED REALITY MARKET 55
4.2 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN VIRTUAL REALITY MARKET 56
4.3 AUGMENTED REALITY MARKET, BY APPLICATION 56
4.4 VIRTUAL REALITY MARKET, BY APPLICATION 57
4.5 AUGMENTED REALITY MARKET, BY OFFERING 57
4.6 VIRTUAL REALITY MARKET, BY OFFERING 58
4.7 AUGMENTED REALITY MARKET, BY DEVICE TYPE 58
4.8 VIRTUAL REALITY MARKET, BY DEVICE TYPE 58
4.9 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 59
4.10 AUGMENTED REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 59
4.11 VIRTUAL REALITY MARKET IN ASIA PACIFIC, BY APPLICATION AND COUNTRY 60
5 MARKET OVERVIEW 61
5.1 INTRODUCTION 61
5.2 MARKET DYNAMICS: AUGMENTED REALITY MARKET 61
5.2.1 DRIVERS 62
5.2.1.1 Rising integration of virtual game elements to foster real-world interactions 62
5.2.1.2 Growing emphasis on providing immersive shopping experiences 63
5.2.1.3 Increasing use of AR technology in industrial sectors 63
5.2.2 RESTRAINTS 64
5.2.2.1 High implementation costs of AR technology 64
5.2.2.2 Security and privacy concerns 65
5.2.3 OPPORTUNITIES 65
5.2.3.1 Surging deployment of AR devices to improve medical procedures 65
5.2.3.2 Increasing spending on in-car technologies with surging demand for safer vehicles 66
5.2.4 CHALLENGES 67
5.2.4.1 Display latency and limited field of view 67
5.2.4.2 Flexibility and compatibility issues 68
5.3 MARKET DYNAMICS: VIRTUAL REALITY MARKET 69
5.3.1 DRIVERS 69
5.3.1.1 Rising integration of advanced haptic feedback tools to improve VR experiences 69
5.3.1.2 Growing focus on improving collaboration and communication 70
5.3.1.3 Increasing availability of budget-friendly VR devices 70
5.3.2 RESTRAINTS 71
5.3.2.1 Weight distribution and ergonomic design flaws 71
5.3.3 OPPORTUNITIES 72
5.3.3.1 Rising popularity of remote medical consultations and telemedicine 72
5.3.3.2 Surging investments in VR hardware components 73
5.3.4 CHALLENGES 74
5.3.4.1 High energy consumption 74
5.3.4.2 Display resolution issues 74
5.4 VALUE CHAIN ANALYSIS 75
5.5 ECOSYSTEM ANALYSIS 77
5.6 INVESTMENT AND FUNDING SCENARIO 80
5.7 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 81
5.8 TECHNOLOGY ANALYSIS 82
5.8.1 KEY TECHNOLOGIES 82
5.8.1.1 AR smart glasses 82
5.8.1.2 VR-based microdisplays 82
5.8.1.3 Mobile AR 82
5.8.1.4 Near-eye displays 83
5.8.2 COMPLEMENTARY TECHNOLOGIES 83
5.8.2.1 AR-powered displays 83
5.8.2.2 AR/VR-based monitors 83
5.8.2.3 Web-based AR 84
5.8.3 ADJACENT TECHNOLOGIES 84
5.8.3.1 Metaverse 84
5.9 PRICING ANALYSIS 85
5.9.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE 85
5.9.2 AVERAGE SELLING PRICE TREND, BY DEVICE TYPE 87
5.9.3 AVERAGE SELLING PRICE TREND, BY REGION 88
5.10 PORTER’S FIVE FORCES ANALYSIS 89
5.10.1 THREAT OF NEW ENTRANTS 91
5.10.2 THREAT OF SUBSTITUTES 91
5.10.3 BARGAINING POWER OF SUPPLIERS 91
5.10.4 BARGAINING POWER OF BUYERS 91
5.10.5 INTENSITY OF COMPETITIVE RIVALRY 91
5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 92
5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS 92
5.11.2 BUYING CRITERIA 92
5.12 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET 93
5.13 CASE STUDY ANALYSIS 95
5.13.1 HTC CORPORATION SUPPORTS FLAIM TRAINER VR SIMULATION TO REDUCE COSTS OF TRAINING FIREFIGHTERS 95
5.13.2 VOLKSWAGEN LEVERAGES AR AND VR TECHNOLOGIES TO ADDRESS CHALLENGES ASSOCIATED WITH IN-PERSON COLLABORATION 95
5.13.3 HTC CORPORATION IMPLEMENTS IMMERSIVE VR SOLUTION TO ENABLE REMOTE COLLABORATION OF AUTOMOTIVE DESIGN TEAMS 96
5.13.4 META COLLABORATES WITH BMW TO REVOLUTIONIZE IN-CAR EXPERIENCES IN SMART VEHICLES 96
5.14 TRADE ANALYSIS 96
5.14.1 IMPORT SCENARIO (HS CODE 9004) 97
5.14.2 EXPORT SCENARIO (HS CODE 9004) 98
5.15 PATENT ANALYSIS 99
5.16 REGULATORY LANDSCAPE 101
5.16.1 REGULATORY BODY, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS 101
5.16.2 REGULATIONS 104
5.17 KEY CONFERENCES AND EVENTS, 2024–2025 105
6 ENTERPRISES DEVELOPING AUGMENTED AND VIRTUAL REALITY TECHNOLOGIES 106
6.1 INTRODUCTION 106
6.2 SMALL-SIZED ENTERPRISES 106
6.3 MEDIUM-SIZED ENTERPRISES 107
6.4 LARGE ENTERPRISES 107
7 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 109
7.1 INTRODUCTION 110
7.2 AUGMENTED REALITY 111
7.2.1 MARKER-BASED 113
7.2.1.1 Increasing need for cost-effective and reliable technology to drive market 113
7.2.1.2 Passive marker 113
7.2.1.3 Active marker 113
7.2.2 MARKERLESS 114
7.2.2.1 Mounting demand for smartphones and tablets to fuel segmental growth 114
7.2.2.2 Model-based tracking 114
7.2.2.3 Image processing-based tracking 114
7.2.3 ANCHOR-BASED 115
7.2.3.1 Growing need to effectively overlay virtual images for real-world detection to augment segmental growth 115
7.3 VIRTUAL REALITY 115
7.3.1 NON-IMMERSIVE 116
7.3.1.1 Cost-effectiveness and ease of implementation to expedite segmental growth 116
7.3.2 SEMI & FULLY IMMERSIVE 117
7.3.2.1 Adoption in high-end gaming and medical simulations to fuel segmental growth 117
8 AUGMENTED AND VIRTUAL REALITY MARKET, BY OFFERING 118
8.1 INTRODUCTION 119
8.2 HARDWARE 121
8.2.1 SENSORS 125
8.2.1.1 Rising emphasis on seamless interaction between users and virtual environments to augment segmental growth 125
8.2.2 SEMICONDUCTOR COMPONENTS 126
8.2.2.1 Increasing adoption of controllers in smartphones and tablets to deliver immersive interactions to boost segmental growth 126
8.2.3 DISPLAYS & PROJECTORS 127
8.2.3.1 Rapid advancement in optical technology to contribute to segmental growth 127
8.2.4 POSITION/ROOM TRACKERS 127
8.2.4.1 Growing emphasis on obtaining accurate and stable object monitoring results to fuel segmental growth 127
8.2.5 CAMERAS 128
8.2.5.1 Rising need to measure depth and amplitude of objects in virtual spaces to accelerate segmental growth 128
8.2.6 OTHER HARDWARE COMPONENTS 128
8.3 SOFTWARE 128
8.3.1 INCREASING FOCUS ON SEAMLESSLY INTEGRATING DIGITAL INFORMATION WITH REAL-WORLD ENVIRONMENTS TO FOSTER SEGMENTAL GROWTH 128
8.3.2 BY FUNCTION 131
8.3.2.1 Remote collaboration 131
8.3.2.2 Workflow optimization 131
8.3.2.3 Documentation 131
8.3.2.4 Visualization 131
8.3.2.5 3D modeling 132
8.3.2.6 Navigation 132
9 AUGMENTED AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 133
9.1 INTRODUCTION 134
9.2 AUGMENTED REALITY DEVICES 134
9.2.1 HEAD-MOUNTED DISPLAYS 135
9.2.1.1 Use in navigation and gaming to provide interactive experiences to foster segmental growth 135
9.2.1.2 Smart glasses 136
9.2.1.3 Smart helmets 136
9.2.2 HEAD-UP DISPLAYS 136
9.2.2.1 Integration into automobiles to provide safety alerts to contribute to segmental growth 136
9.3 VIRTUAL REALITY DEVICES 137
9.3.1 HEAD-MOUNTED DISPLAYS 139
9.3.1.1 Demand for immersive entertainment and gaming experiences to boost segmental growth 139
9.3.2 GESTURE-TRACKING DEVICES 139
9.3.2.1 Utilization in rehabilitation and physical therapy to accelerate segmental growth 139
9.3.2.1.1 Data gloves 139
9.3.2.1.2 Other gesture-tracking devices 140
9.3.3 PROJECTORS & DISPLAY WALLS 140
9.3.3.1 Adoption to create large-scale visualizations to fuel segmental growth 140
10 AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION 141
10.1 INTRODUCTION 142
10.2 AUGMENTED REALITY APPLICATIONS 142
10.2.1 CONSUMER 143
10.2.1.1 Emphasis on creating impressive visual effects in gaming and sports broadcasts to augment segmental growth 143
10.2.1.2 Gaming 145
10.2.1.3 Sports & entertainment 145
10.2.1.3.1 Archaeological sites 145
10.2.1.3.2 Theme parks 145
10.2.1.3.3 Art galleries & exhibitions 145
10.2.2 COMMERCIAL 146
10.2.2.1 Rise in internet access and online sales to contribute to segmental growth 146
10.2.2.2 Retail & e-commerce 147
10.2.2.2.1 Jewelry 147
10.2.2.2.2 Beauty & cosmetics 148
10.2.2.2.3 Apparel fitting 148
10.2.2.2.4 Grocery shopping 148
10.2.2.2.5 Footwear 148
10.2.2.2.6 Furniture & lighting design 148
10.2.2.3 Travel & tourism 149
10.2.2.4 E-learning 149
10.2.3 ENTERPRISE 150
10.2.3.1 Adoption to enhance training by reducing human errors and optimizing efficiency to expedite segmental growth 150
10.2.4 HEALTHCARE 152
10.2.4.1 Increased demand for advanced imaging equipment to boost segmental growth 152
10.2.4.2 Surgery 153
10.2.4.3 Fitness management 153
10.2.4.4 Patient care management 153
10.2.4.5 Pharmacy management 154
10.2.4.6 Medical training & education 154
10.2.4.7 Other healthcare applications 154
10.2.5 AEROSPACE & DEFENSE 155
10.2.5.1 Need for quick identification of aircraft defects and damage to augment segmental growth 155
10.2.6 ENERGY 157
10.2.6.1 Strong focus on ensuring compliance with safety regulations to foster segmental growth 157
10.2.7 AUTOMOTIVE 159
10.2.7.1 Adoption of advanced driver-assistance systems to enhance road safety to drive market 159
10.2.8 OTHER AR APPLICATIONS 161
10.2.8.1 Agriculture 162
10.2.8.2 Construction 162
10.2.8.3 Transportation & logistics 162
10.2.8.4 Public safety 163
10.2.8.5 Telecom/IT data centers 163
10.3 VIRTUAL REALITY APPLICATIONS 164
10.3.1 CONSUMER 166
10.3.1.1 Increasing focus on enhancing user experiences by gaming & entertainment companies to boost segmental growth 166
10.3.1.2 Gaming & entertainment 167
10.3.1.3 Sports 168
10.3.2 COMMERCIAL 168
10.3.2.1 Rising emphasis on effective marketing and advertising to contribute to segmental growth 168
10.3.2.1.1 Retail & e-commerce 170
10.3.2.1.2 Education & training 170
10.3.2.1.3 Travel & tourism 170
10.3.2.1.4 Advertising 171
10.3.3 ENTERPRISE 171
10.3.3.1 Increasing requirement for advanced technologies to support training and simulation to accelerate segmental growth 171
10.3.4 HEALTHCARE 173
10.3.4.1 Growing emphasis on enhancing surgical planning, training, and skill developments to fuel segmental growth 173
10.3.4.1.1 Surgery 175
10.3.4.1.2 Patient care management 175
10.3.4.1.3 Fitness management 175
10.3.4.1.4 Pharmacy management 175
10.3.4.1.5 Medical training & education 175
10.3.5 AEROSPACE & DEFENSE 176
10.3.5.1 Surging adoption of advanced technologies to enhance cockpit design and testing to augment segmental growth 176
10.3.6 OTHER VR APPLICATIONS 177
10.3.6.1 Automotive 179
10.3.6.2 Real estate 179
10.3.6.3 Geospatial mining 179
11 AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION 180
11.1 INTRODUCTION 181
11.2 NORTH AMERICA 183
11.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA 189
11.2.2 US 189
11.2.2.1 Rising deployment of innovative technologies for marketing and promotional campaigns to drive market 189
11.2.3 CANADA 190
11.2.3.1 Burgeoning tourism and hospitality sectors to contribute to market growth 190
11.2.4 MEXICO 190
11.2.4.1 Increasing development of VR-powered training centers to combat crime to fuel market growth 190
11.3 EUROPE 191
11.3.1 MACROECONOMIC OUTLOOK FOR EUROPE 196
11.3.2 GERMANY 196
11.3.2.1 Increasing development of virtual car dealerships to boost market growth 196
11.3.3 FRANCE 197
11.3.3.1 Escalating adoption of digital displays to accelerate market growth 197
11.3.4 UK 197
11.3.4.1 Rapid digital transformation to contribute to market growth 197
11.3.5 REST OF EUROPE 198
11.4 ASIA PACIFIC 198
11.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC 204
11.4.2 CHINA 204
11.4.2.1 Growing population and smartphone adoption to foster market growth 204
11.4.3 INDIA 205
11.4.3.1 Rise in online robotics education to augment market growth 205
11.4.4 JAPAN 206
11.4.4.1 Increasing deployment of advanced technologies in healthcare sector to drive market 206
11.4.5 SOUTH KOREA 206
11.4.5.1 Rising emphasis on streamlining grocery shopping experience to boost market growth 206
11.4.6 REST OF ASIA PACIFIC 207
11.5 ROW 207
11.5.1 MACROECONOMIC OUTLOOK FOR ROW 211
11.5.2 MIDDLE EAST & AFRICA 211
11.5.2.1 Increasing focus on promoting cultural heritage and attracting tourists to accelerate market growth 211
11.5.2.2 GCC countries 211
11.5.2.3 Africa & Rest of Middle East 212
11.5.3 SOUTH AMERICA 212
11.5.3.1 Expansion of consumer sector to expedite market growth 212
12 COMPETITIVE LANDSCAPE 213
12.1 INTRODUCTION 213
12.2 KEY STRATEGIES/RIGHT TO WIN, 2019–2024 213
12.3 MARKET SHARE ANALYSIS, 2023 215
12.4 COMPANY VALUATION AND FINANCIAL METRICS 217
12.5 BRAND/PRODUCT COMPARISON 218
12.6 REVENUE ANALYSIS, 2020–2023 218
12.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023 219
12.7.1 STARS 219
12.7.2 EMERGING LEADERS 220
12.7.3 PERVASIVE PLAYERS 220
12.7.4 PARTICIPANTS 220
12.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023 221
12.7.5.1 Company footprint 221
12.7.5.2 Technology footprint 223
12.7.5.3 Offering footprint 224
12.7.5.4 Device type footprint 225
12.7.5.5 Application footprint 226
12.7.5.6 Region footprint 228
12.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023 229
12.8.1 PROGRESSIVE COMPANIES 229
12.8.2 RESPONSIVE COMPANIES 229
12.8.3 DYNAMIC COMPANIES 229
12.8.4 STARTING BLOCKS 229
12.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023 231
12.8.5.1 Detailed list of key startups/SMEs 231
12.8.5.2 Competitive benchmarking of key startups/SMEs 232
12.9 COMPETITIVE SCENARIO 232
12.9.1 PRODUCT LAUNCHES 232
12.9.2 DEALS 235
12.9.3 EXPANSIONS 238
12.9.4 OTHERS 238
13 COMPANY PROFILES 239
13.1 KEY PLAYERS 239
13.1.1 META 239
13.1.1.1 Business overview 239
13.1.1.2 Products/Solutions/Services offered 241
13.1.1.3 Recent developments 242
13.1.1.3.1 Product launches 242
13.1.1.3.2 Deals 242
13.1.1.4 MnM view 243
13.1.1.4.1 Key strengths/Right to win 243
13.1.1.4.2 Strategic choices 243
13.1.1.4.3 Weaknesses/Competitive threats 243
13.1.2 SONY CORPORATION 244
13.1.2.1 Business overview 244
13.1.2.2 Products/Solutions/Services offered 245
13.1.2.3 Recent developments 246
13.1.2.3.1 Product launches 246
13.1.2.3.2 Deals 246
13.1.2.3.3 Expansions 247
13.1.2.4 MnM view 247
13.1.2.4.1 Key strengths/Right to win 247
13.1.2.4.2 Strategic choices 247
13.1.2.4.3 Weaknesses/Competitive threats 247
13.1.3 APPLE INC. 248
13.1.3.1 Business overview 248
13.1.3.2 Products/Solutions/Services offered 249
13.1.3.3 Recent developments 250
13.1.3.3.1 Product launches 250
13.1.3.4 MnM view 250
13.1.3.4.1 Key strengths/Right to win 250
13.1.3.4.2 Strategic choices 250
13.1.3.4.3 Weaknesses/Competitive threats 250
13.1.4 BYTEDANCE 251
13.1.4.1 Business overview 251
13.1.4.2 Products/Solutions/Services offered 252
13.1.4.3 Recent developments 252
13.1.4.3.1 Product launches 252
13.1.4.3.2 Deals 253
13.1.4.4 MnM view 253
13.1.4.4.1 Key strengths/Right to win 253
13.1.4.4.2 Strategic choices 253
13.1.4.4.3 Weaknesses/Competitive threats 253
13.1.5 DPVR 254
13.1.5.1 Business overview 254
13.1.5.2 Products/Solutions/Services offered 254
13.1.5.3 Recent developments 255
13.1.5.3.1 Product launches 255
13.1.5.3.2 Deals 256
13.1.5.4 MnM view 256
13.1.5.4.1 Key strengths/Right to win 256
13.1.5.4.2 Strategic choices 256
13.1.5.4.3 Weaknesses/Competitive threats 256
13.1.6 HTC CORPORATION 257
13.1.6.1 Business overview 257
13.1.6.2 Products/Solutions/Services offered 258
13.1.6.3 Recent developments 259
13.1.6.3.1 Product launches 259
13.1.6.3.2 Deals 260
13.1.6.4 MnM view 260
13.1.6.4.1 Key strengths/Right to win 260
13.1.6.4.2 Strategic choices 260
13.1.6.4.3 Weaknesses/Competitive threats 260
13.1.7 GOOGLE 261
13.1.7.1 Business overview 261
13.1.7.2 Products/Solutions/Services offered 262
13.1.7.3 Recent developments 263
13.1.7.3.1 Product launches 263
13.1.7.3.2 Deals 264
13.1.8 MICROSOFT 265
13.1.8.1 Business overview 265
13.1.8.2 Products/Solutions/Services offered 266
13.1.8.3 Recent developments 268
13.1.8.3.1 Product launches 268
13.1.8.3.2 Deals 268
13.1.8.3.3 Others 269
13.1.9 SAMSUNG 270
13.1.9.1 Business overview 270
13.1.9.2 Products/Solutions/Services offered 271
13.1.9.3 Recent developments 272
13.1.9.3.1 Product launches 272
13.1.9.3.2 Deals 272
13.1.10 PTC 273
13.1.10.1 Business overview 273
13.1.10.2 Products/Solutions/Services offered 274
13.1.10.3 Recent developments 275
13.1.10.3.1 Deals 275
13.1.11 SEIKO EPSON CORPORATION 276
13.1.11.1 Business overview 276
13.1.11.2 Products/Solutions/Services offered 277
13.1.11.3 Recent developments 278
13.1.11.3.1 Product launches 278
13.1.12 LENOVO 279
13.1.12.1 Business overview 279
13.1.12.2 Products/Solutions/Services offered 280
13.1.12.3 Recent developments 281
13.1.12.3.1 Product launches 281
13.1.12.3.2 Deals 281
13.2 OTHER PLAYERS 283
13.2.1 EON REALITY 283
13.2.2 MAXST CO., LTD. 284
13.2.3 MAGIC LEAP, INC. 285
13.2.4 BLIPPAR GROUP LIMITED 286
13.2.5 ATHEER, INC. 287
13.2.6 VUZIX 288
13.2.7 NINTENDO 289
13.2.8 ULTRALEAP 289
13.2.9 PENUMBRA, INC. 290
13.2.10 PSICO SMART APPS S.L. 291
13.2.11 XIAOMI 291
13.2.12 PANASONIC CORPORATION 292
13.2.13 SCOPE AR 292
13.2.14 CONTINENTAL AG 293
13.2.15 VIRTUALLY LIVE 294
13.2.16 INTEL CORPORATION 295
13.2.17 CRAFTARS 296
13.2.18 BIDON GAMES STUDIO 296
13.2.19 APPENTUS TECHNOLOGIES 297
13.2.20 3D CLOUD 297
13.2.21 WAYRAY AG 298
14 APPENDIX 299
14.1 INSIGHTS FROM INDUSTRY EXPERTS 299
14.2 DISCUSSION GUIDE 299
14.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 304
14.4 CUSTOMIZATION OPTIONS 306
14.5 RELATED REPORTS 306
14.6 AUTHOR DETAILS 307
LIST OF TABLES
TABLE 1 AUGMENTED AND VIRTUAL REALITY MARKET FORECAST 44
TABLE 2 AUGMENTED AND VIRTUAL REALITY MARKET: RESEARCH ASSUMPTIONS 46
TABLE 3 AUGMENTED AND VIRTUAL REALITY MARKET: RISK ANALYSIS 47
TABLE 4 ROLE OF COMPANIES IN AUGMENTED AND VIRTUAL REALITY ECOSYSTEM 79
TABLE 5 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED
BY KEY PLAYERS, 2020–2023 (USD) 86
TABLE 6 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED
BY KEY PLAYERS, 2020–2023 (USD) 87
TABLE 7 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES,
2020–2023 (USD) 87
TABLE 8 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES,
2020–2023 (USD) 88
TABLE 9 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS,
BY REGION, 2020–2023 (USD) 89
TABLE 10 PORTER’S FIVE FORCES ANALYSIS 89
TABLE 11 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF STAKEHOLDERS
ON BUYING PROCESS FOR TOP TWO APPLICATIONS (%) 92
TABLE 12 AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR
TOP TWO APPLICATIONS 93
TABLE 13 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,
2019–2023 (USD MILLION) 97
TABLE 14 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,
2019–2023 (USD MILLION) 98
TABLE 15 NUMBER OF PATENTS APPLIED AND GRANTED, 2013–2023 99
TABLE 16 LIST OF PATENTS, 2022–2023 100
TABLE 17 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 101
TABLE 18 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 103
TABLE 19 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 103
TABLE 20 ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES,
AND OTHER ORGANIZATIONS 104
TABLE 21 LIST OF CONFERENCES AND EVENTS, 2024–2025 105
TABLE 22 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY,
2020–2023 (USD MILLION) 110
TABLE 23 AUGMENTED AND VIRTUAL REALITY MARKET, BY TECHNOLOGY,
2024–2029 (USD MILLION) 110
TABLE 24 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AUGMENTED REALITY TECHNOLOGY 111
TABLE 25 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION) 112
TABLE 26 AUGMENTED REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION) 112
TABLE 27 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2023 (USD MILLION) 116
TABLE 28 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2024–2029 (USD MILLION) 116
TABLE 29 AUGMENTED REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION) 119
TABLE 30 AUGMENTED REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION) 119
TABLE 31 VIRTUAL REALITY MARKET, BY OFFERING, 2020–2023 (USD MILLION) 120
TABLE 32 VIRTUAL REALITY MARKET, BY OFFERING, 2024–2029 (USD MILLION) 120
TABLE 33 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT,
2020–2023 (USD MILLION) 121
TABLE 34 HARDWARE: AUGMENTED REALITY MARKET, BY COMPONENT,
2024–2029 (USD MILLION) 122
TABLE 35 HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 122
TABLE 36 HARDWARE: AUGMENTED REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 123
TABLE 37 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT,
2020–2023 (USD MILLION) 123
TABLE 38 HARDWARE: VIRTUAL REALITY MARKET, BY COMPONENT,
2024–2029 (USD MILLION) 124
TABLE 39 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 124
TABLE 40 HARDWARE: VIRTUAL REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 124
TABLE 41 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 129
TABLE 42 SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 130
TABLE 43 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 130
TABLE 44 SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 130
TABLE 45 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION) 134
TABLE 46 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION) 135
TABLE 47 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS) 135
TABLE 48 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS) 135
TABLE 49 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (USD MILLION) 137
TABLE 50 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (USD MILLION) 138
TABLE 51 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2023 (THOUSAND UNITS) 138
TABLE 52 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2024–2029 (THOUSAND UNITS) 138
TABLE 53 AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 142
TABLE 54 AUGMENTED REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 143
TABLE 55 CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 143
TABLE 56 CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 144
TABLE 57 CONSUMER: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 144
TABLE 58 CONSUMER: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 144
TABLE 59 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS 146
TABLE 60 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 146
TABLE 61 COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 146
TABLE 62 COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 147
TABLE 63 COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 147
TABLE 64 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATIONS 149
TABLE 65 ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 150
TABLE 66 ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 150
TABLE 67 ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 150
TABLE 68 ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 151
TABLE 69 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATIONS 151
TABLE 70 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 152
TABLE 71 HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 152
TABLE 72 HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 152
TABLE 73 HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 153
TABLE 74 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATIONS 154
TABLE 75 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 155
TABLE 76 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 155
TABLE 77 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 156
TABLE 78 AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 156
TABLE 79 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATIONS 156
TABLE 80 ENERGY: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 157
TABLE 81 ENERGY: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 157
TABLE 82 ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 158
TABLE 83 ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 158
TABLE 84 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATIONS 158
TABLE 85 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 159
TABLE 86 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 159
TABLE 87 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 160
TABLE 88 AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 160
TABLE 89 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS 160
TABLE 90 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 161
TABLE 91 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 161
TABLE 92 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 161
TABLE 93 OTHER AR APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 162
TABLE 94 USE CASES OF AUGMENTED REALITY IN OTHER AR APPLICATIONS 163
TABLE 95 VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 165
TABLE 96 VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 165
TABLE 97 CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 166
TABLE 98 CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 166
TABLE 99 CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 167
TABLE 100 CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 167
TABLE 101 USE CASES OF VIRTUAL REALITY IN CONSUMER APPLICATIONS 168
TABLE 102 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 168
TABLE 103 COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 169
TABLE 104 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 169
TABLE 105 COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 169
TABLE 106 USE CASES OF VIRTUAL REALITY IN COMMERCIAL APPLICATIONS 171
TABLE 107 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 171
TABLE 108 ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 172
TABLE 109 ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 172
TABLE 110 ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 172
TABLE 111 USE CASES OF VIRTUAL REALITY IN ENTERPRISE APPLICATIONS 173
TABLE 112 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 174
TABLE 113 HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 174
TABLE 114 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 174
TABLE 115 HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 174
TABLE 116 USE CASES OF VIRTUAL REALITY IN HEALTHCARE APPLICATIONS 175
TABLE 117 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 176
TABLE 118 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 176
TABLE 119 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 177
TABLE 120 AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 177
TABLE 121 USE CASES OF VIRTUAL REALITY IN AEROSPACE & DEFENSE APPLICATIONS 177
TABLE 122 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING,
2020–2023 (USD MILLION) 178
TABLE 123 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING,
2024–2029 (USD MILLION) 178
TABLE 124 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION,
2020–2023 (USD MILLION) 178
TABLE 125 OTHER VR APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION,
2024–2029 (USD MILLION) 178
TABLE 126 USE CASES OF VIRTUAL REALITY IN OTHER APPLICATIONS 179
TABLE 127 AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 182
TABLE 128 AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 182
TABLE 129 VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 183
TABLE 130 VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 183
TABLE 131 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 185
TABLE 132 NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 185
TABLE 133 NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 186
TABLE 134 NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 186
TABLE 135 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 187
TABLE 136 NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 188
TABLE 137 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 188
TABLE 138 NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 188
TABLE 139 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 192
TABLE 140 EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 193
TABLE 141 EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 193
TABLE 142 EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 193
TABLE 143 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 194
TABLE 144 EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 195
TABLE 145 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2020–2023 (USD MILLION) 195
TABLE 146 EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2024–2029 (USD MILLION) 195
TABLE 147 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 200
TABLE 148 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 200
TABLE 149 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 201
TABLE 150 ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 201
TABLE 151 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 202
TABLE 152 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 203
TABLE 153 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 203
TABLE 154 ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 203
TABLE 155 ROW: AUGMENTED REALITY MARKET, BY APPLICATION,
2020–2023 (USD MILLION) 207
TABLE 156 ROW: AUGMENTED REALITY MARKET, BY APPLICATION,
2024–2029 (USD MILLION) 208
TABLE 157 ROW: AUGMENTED REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 208
TABLE 158 ROW: AUGMENTED REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 208
TABLE 159 MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 208
TABLE 160 MIDDLE EAST & AFRICA: AUGMENTED REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 209
TABLE 161 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2023 (USD MILLION) 209
TABLE 162 ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2024–2029 (USD MILLION) 209
TABLE 163 ROW: VIRTUAL REALITY MARKET, BY REGION, 2020–2023 (USD MILLION) 210
TABLE 164 ROW: VIRTUAL REALITY MARKET, BY REGION, 2024–2029 (USD MILLION) 210
TABLE 165 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY,
2020–2023 (USD MILLION) 210
TABLE 166 MIDDLE EAST & AFRICA: VIRTUAL REALITY MARKET, BY COUNTRY,
2024–2029 (USD MILLION) 210
TABLE 167 AUGMENTED AND VIRTUAL REALITY MARKET:
OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024 213
TABLE 168 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED
AND VIRTUAL REALITY TECHNOLOGIES, 2023 216
TABLE 169 AUGMENTED AND VIRTUAL REALITY MARKET: TECHNOLOGY FOOTPRINT 223
TABLE 170 AUGMENTED AND VIRTUAL REALITY MARKET: OFFERING FOOTPRINT 224
TABLE 171 AUGMENTED AND VIRTUAL REALITY MARKET: DEVICE TYPE FOOTPRINT 225
TABLE 172 AUGMENTED AND VIRTUAL REALITY MARKET: APPLICATION FOOTPRINT 226
TABLE 173 AUGMENTED AND VIRTUAL REALITY MARKET: REGION FOOTPRINT 228
TABLE 174 AUGMENTED AND VIRTUAL REALITY MARKET: DETAILED LIST OF
KEY STARTUP/SMES 231
TABLE 175 AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING
OF KEY STARTUPS/SMES 232
TABLE 176 AUGMENTED AND VIRTUAL REALITY MARKET: PRODUCT LAUNCHES,
DECEMBER 2019–JUNE 2024 233
TABLE 177 AUGMENTED AND VIRTUAL REALITY MARKET:
DEALS, DECEMBER 2019–JUNE 2024 235
TABLE 178 AUGMENTED AND VIRTUAL REALITY MARKET: EXPANSIONS, DECEMBER
2019–JUNE 2024 238
TABLE 179 AUGMENTED AND VIRTUAL REALITY MARKET:
OTHERS, DECEMBER 2019–JUNE 2024 238
TABLE 180 META: COMPANY OVERVIEW 240
TABLE 181 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED 241
TABLE 182 META: PRODUCT LAUNCHES 242
TABLE 183 META: DEALS 242
TABLE 184 SONY CORPORATION: COMPANY OVERVIEW 244
TABLE 185 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 245
TABLE 186 SONY CORPORATION: PRODUCT LAUNCHES 246
TABLE 187 SONY CORPORATION: DEALS 246
TABLE 188 SONY CORPORATION: EXPANSIONS 247
TABLE 189 APPLE INC.: COMPANY OVERVIEW 248
TABLE 190 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 249
TABLE 191 APPLE INC.: PRODUCT LAUNCHES 250
TABLE 192 BYTEDANCE: COMPANY OVERVIEW 251
TABLE 193 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 252
TABLE 194 BYTEDANCE: PRODUCT LAUNCHES 252
TABLE 195 BYTEDANCE: DEALS 253
TABLE 196 DPVR: COMPANY OVERVIEW 254
TABLE 197 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED 254
TABLE 198 DPVR: PRODUCT LAUNCHES 255
TABLE 199 DPVR: DEALS 256
TABLE 200 HTC CORPORATION: COMPANY OVERVIEW 257
TABLE 201 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 258
TABLE 202 HTC CORPORATION: PRODUCT LAUNCHES 259
TABLE 203 HTC CORPORATION: DEALS 260
TABLE 204 GOOGLE: COMPANY OVERVIEW 261
TABLE 205 GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 262
TABLE 206 GOOGLE: PRODUCT LAUNCHES 263
TABLE 207 GOOGLE: DEALS 264
TABLE 208 MICROSOFT: COMPANY OVERVIEW 265
TABLE 209 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 266
TABLE 210 MICROSOFT: PRODUCT LAUNCHES 268
TABLE 211 MICROSOFT: DEALS 268
TABLE 212 MICROSOFT: OTHERS 269
TABLE 213 SAMSUNG: COMPANY OVERVIEW 270
TABLE 214 SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED 271
TABLE 215 SAMSUNG: PRODUCT LAUNCHES 272
TABLE 216 SAMSUNG: DEALS 272
TABLE 217 PTC: COMPANY OVERVIEW 273
TABLE 218 PTC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 274
TABLE 219 PTC: DEALS 275
TABLE 220 SEIKO EPSON CORPORATION: COMPANY OVERVIEW 276
TABLE 221 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 277
TABLE 222 SEIKO EPSON CORPORATION: PRODUCT LAUNCHES 278
TABLE 223 LENOVO: COMPANY OVERVIEW 279
TABLE 224 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 280
TABLE 225 LENOVO: PRODUCT LAUNCHES 281
TABLE 226 LENOVO: DEALS 281
LIST OF FIGURES
FIGURE 1 AUGMENTED REALITY MARKET SEGMENTATION 30
FIGURE 2 VIRTUAL REALITY MARKET SEGMENTATION 30
FIGURE 3 AUGMENTED REALITY MARKET: RESEARCH DESIGN 35
FIGURE 4 VIRTUAL REALITY MARKET: RESEARCH DESIGN 36
FIGURE 5 AUGMENTED AND VIRTUAL REALITY MARKET: BOTTOM-UP APPROACH 41
FIGURE 6 AUGMENTED AND VIRTUAL REALITY MARKET: TOP-DOWN APPROACH 42
FIGURE 7 AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 1) 43
FIGURE 8 AUGMENTED AND VIRTUAL REALITY MARKET SIZE ESTIMATION METHODOLOGY: SUPPLY-SIDE ANALYSIS (APPROACH 2) 44
FIGURE 9 AUGMENTED AND VIRTUAL REALITY MARKET: DATA TRIANGULATION 45
FIGURE 10 AUGMENTED REALITY MARKET SNAPSHOT 49
FIGURE 11 VIRTUAL REALITY MARKET SNAPSHOT 49
FIGURE 12 SOFTWARE SEGMENT TO DOMINATE AUGMENTED REALITY MARKET
BETWEEN 2024 AND 2029 50
FIGURE 13 SOFTWARE SEGMENT TO ACCOUNT FOR LARGER SHARE OF
VIRTUAL REALITY MARKET IN 2024 50
FIGURE 14 AUGMENTED REALITY SEGMENT TO ACCOUNT FOR
LARGER MARKET SHARE IN 2029 51
FIGURE 15 HEAD-MOUNTED DISPLAYS SEGMENT TO REGISTER HIGHER CAGR IN
AUGMENTED REALITY MARKET DURING FORECAST PERIOD 51
FIGURE 16 GESTURE-TRACKING DEVICES SEGMENT TO EXHIBIT HIGHEST CAGR IN
VIRTUAL REALITY MARKET DURING FORECAST PERIOD 52
FIGURE 17 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF
AUGMENTED REALITY MARKET IN 2029 52
FIGURE 18 CONSUMER SEGMENT TO DOMINATE VIRTUAL REALITY MARKET
FROM 2024 TO 2029 53
FIGURE 19 NORTH AMERICA HELD LARGEST SHARE OF AUGMENTED REALITY MARKET
IN 2023 53
FIGURE 20 ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET
DURING FORECAST PERIOD 54
FIGURE 21 RAPID ADVANCEMENT IN GAMING TECHNOLOGIES TO CONTRIBUTE
TO AUGMENTED REALITY MARKET GROWTH 55
FIGURE 22 RISING NEED FOR INNOVATIVE TECHNOLOGIES TO SUPPORT REMOTE WORK
TO DRIVE VIRTUAL REALITY MARKET 56
FIGURE 23 ENTERPRISE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF
AUGMENTED REALITY MARKET IN 2029 56
FIGURE 24 CONSUMER SEGMENT TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET
IN 2024 57
FIGURE 25 SOFTWARE SEGMENT TO ACCOUNT FOR LARGEST SHARE OF
AUGMENTED REALITY MARKET IN 2029 57
FIGURE 26 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET
DURING FORECAST PERIOD 58
FIGURE 27 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGEST SHARE
OF AUGMENTED REALITY MARKET IN 2024 58
FIGURE 28 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029 58
FIGURE 29 AUGMENTED REALITY SEGMENT TO HOLD LARGER MARKET SHARE IN 2029 59
FIGURE 30 ENTERPRISE AND CHINA TO HOLD LARGEST SHARES OF
AUGMENTED REALITY MARKET IN ASIA PACIFIC IN 2024 59
FIGURE 31 CONSUMER AND CHINA TO ACCOUNT FOR LARGEST SHARES OF
VIRTUAL REALITY MARKET IN ASIA PACIFIC IN 2024 60
FIGURE 32 AUGMENTED REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES,
AND CHALLENGES 62
FIGURE 33 AUGMENTED REALITY MARKET IMPACT ANALYSIS: DRIVERS 64
FIGURE 34 AUGMENTED REALITY MARKET IMPACT ANALYSIS: RESTRAINTS 65
FIGURE 35 AUGMENTED REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES 67
FIGURE 36 AUGMENTED REALITY MARKET IMPACT ANALYSIS: CHALLENGES 68
FIGURE 37 VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES,
AND CHALLENGES 69
FIGURE 38 VIRTUAL REALITY MARKET IMPACT ANALYSIS: DRIVERS 71
FIGURE 39 VIRTUAL REALITY MARKET IMPACT ANALYSIS: RESTRAINTS 72
FIGURE 40 VIRTUAL REALITY MARKET IMPACT ANALYSIS: OPPORTUNITIES 73
FIGURE 41 VIRTUAL REALITY MARKET IMPACT ANALYSIS: CHALLENGES 75
FIGURE 42 AUGMENTED AND VIRTUAL REALITY MARKET: VALUE CHAIN ANALYSIS 76
FIGURE 43 AUGMENTED AND VIRTUAL REALITY ECOSYSTEM 78
FIGURE 44 INVESTMENT AND FUNDING SCENARIO, 2019–2024 (USD MILLION) 80
FIGURE 45 AUGMENTED AND VIRTUAL REALITY MARKET: TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 81
FIGURE 46 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES OFFERED
BY KEY PLAYERS (USD) 85
FIGURE 47 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES OFFERED
BY KEY PLAYERS (USD) 86
FIGURE 48 AVERAGE SELLING PRICE TREND OF AUGMENTED REALITY DEVICES,
2020–2023 (USD) 87
FIGURE 49 AVERAGE SELLING PRICE TREND OF VIRTUAL REALITY DEVICES,
2020–2023 (USD) 88
FIGURE 50 AVERAGE SELLING PRICE TREND OF VR HEAD-MOUNTED DISPLAYS, BY REGION, 2020–2023 (USD) 88
FIGURE 51 PORTER’S FIVE FORCES ANALYSIS 90
FIGURE 52 IMPACT OF PORTER’S FIVE FORCES ON AUGMENTED AND
VIRTUAL REALITY MARKET, 2023 90
FIGURE 53 AUGMENTED AND VIRTUAL REALITY MARKET: INFLUENCE OF
STAKEHOLDERS ON BUYING PROCESS FOR TOP TWO APPLICATIONS 92
FIGURE 54 AUGMENTED AND VIRTUAL REALITY MARKET: KEY BUYING CRITERIA FOR
TOP TWO APPLICATIONS 92
FIGURE 55 IMPACT OF AI/GEN AI ON AUGMENTED AND VIRTUAL REALITY MARKET 94
FIGURE 56 IMPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,
2019–2023 97
FIGURE 57 EXPORT DATA FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY,
2019–2023 98
FIGURE 58 AUGMENTED AND VIRTUAL REALITY MARKET: PATENTS APPLIED AND
GRANTED, 2013–2023 99
FIGURE 59 AUGMENTED REALITY SEGMENT TO CAPTURE MAJORITY OF MARKET SHARE
IN 2029 110
FIGURE 60 MARKERLESS SEGMENT TO DOMINATE AUGMENTED REALITY MARKET
FROM 2024 TO 2029 112
FIGURE 61 SEMI & FULLY IMMERSIVE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029 115
FIGURE 62 HARDWARE SEGMENT TO EXHIBIT HIGHER CAGR IN AUGMENTED REALITY MARKET BETWEEN 2024 AND 2029 119
FIGURE 63 SOFTWARE SEGMENT TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD 120
FIGURE 64 DISPLAYS & PROJECTORS SEGMENT TO HOLD LARGEST SHARE OF
AUGMENTED REALITY MARKET IN 2029 121
FIGURE 65 DISPLAYS & PROJECTORS SEGMENT TO RECORD HIGHEST CAGR IN
VIRTUAL REALITY MARKET DURING FORECAST PERIOD 123
FIGURE 66 HEAD-MOUNTED DISPLAYS SEGMENT TO ACCOUNT FOR LARGER SHARE
OF AUGMENTED REALITY MARKET IN 2029 134
FIGURE 67 GESTURE-TRACKING DEVICES SEGMENT TO REGISTER HIGHEST CAGR IN
VIRTUAL REALITY MARKET FROM 2024 TO 2029 137
FIGURE 68 CONSUMER SEGMENT TO EXHIBIT HIGHEST CAGR IN
AUGMENTED REALITY MARKET DURING FORECAST PERIOD 142
FIGURE 69 CONSUMER SEGMENT TO CAPTURE LARGEST SHARE OF VIRTUAL
REALITY MARKET IN 2024 164
FIGURE 70 INDIA TO EXHIBIT HIGHEST CAGR IN GLOBAL AUGMENTED REALITY MARKET DURING FORECAST PERIOD 181
FIGURE 71 CHINA TO RECORD HIGHEST CAGR IN GLOBAL VIRTUAL REALITY MARKET BETWEEN 2024 AND 2029 182
FIGURE 72 NORTH AMERICA: AUGMENTED REALITY MARKET SNAPSHOT 184
FIGURE 73 NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT 187
FIGURE 74 EUROPE: AUGMENTED REALITY MARKET SNAPSHOT 192
FIGURE 75 EUROPE: VIRTUAL REALITY MARKET SNAPSHOT 194
FIGURE 76 ASIA PACIFIC: AUGMENTED REALITY MARKET SNAPSHOT 199
FIGURE 77 ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT 202
FIGURE 78 AUGMENTED AND VIRTUAL REALITY MARKET: OVERVIEW OF
STRATEGIES ADOPTED BY KEY PLAYERS, 2019–2024 214
FIGURE 79 MARKET SHARE ANALYSIS OF KEY COMPANIES OFFERING AUGMENTED
AND VIRTUAL REALITY TECHNOLOGIES, 2023 215
FIGURE 80 COMPANY VALUATION, 2023 (USD MILLION) 217
FIGURE 81 FINANCIAL METRICS, 2024 (EV/EBITDA) 217
FIGURE 82 BRAND/PRODUCT COMPARISON 218
FIGURE 83 AUGMENTED AND VIRTUAL REALITY MARKET: REVENUE ANALYSIS OF
THREE KEY PLAYERS, 2020–2023 (USD BILLION) 219
FIGURE 84 AUGMENTED AND VIRTUAL REALITY MARKET:
COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023 221
FIGURE 85 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY FOOTPRINT 222
FIGURE 86 AUGMENTED AND VIRTUAL REALITY MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023 230
FIGURE 87 META: COMPANY SNAPSHOT 240
FIGURE 88 SONY CORPORATION: COMPANY SNAPSHOT 245
FIGURE 89 APPLE INC.: COMPANY SNAPSHOT 248
FIGURE 90 HTC CORPORATION: COMPANY SNAPSHOT 258
FIGURE 91 GOOGLE: COMPANY SNAPSHOT 262
FIGURE 92 MICROSOFT: COMPANY SNAPSHOT 266
FIGURE 93 SAMSUNG: COMPANY SNAPSHOT 271
FIGURE 94 PTC: COMPANY SNAPSHOT 274
FIGURE 95 SEIKO EPSON CORPORATION: COMPANY SNAPSHOT 277
FIGURE 96 LENOVO: COMPANY SNAPSHOT 280