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Pulished Date April, 2021
ID: 10586
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Global Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others) and Region: Opportunity Analysis and Industry Forecast, 2021 - 2026

Pulished: April, 2021
ID: 10586
Pages: 175

Augmented and Virtual Reality Market Size, Share, and Trends 2026:

The global augmented and virtual reality market was calculated at $ 142.35 billion in 2021, and it is estimated to reach $ 582.42 billion by 2026, developing at a stunning compound annual growth rate of 63.3% annual from 2021 to 2026.

Augmented reality is a technology that uses the existing user environment and overlay digital or virtual information or content to deliver an immersive digital experience in a real-time environment. Virtual reality is a computer-generated 3D environment, which completely immerses end users in an artificial world without seeing the real world. Augmented reality applications are developed in special 3D programs, which allow developers to integrate contextual or digital content with the real world in real time. Virtual reality provides a realistic user experience of the artificial world in an interactive simulated environment

Augmented reality is an integration of digital information with the user's environment in real time and uses the existing environment to overlay new information on top of it. AR integrates the reality with the virtual world with the help of software platforms or software-defined kits. This technology is partially immersive, which means that the user can experience the real world and the augmented world at the same time. Using smartphones and tablets, the user can move around in any environment and thus combine the real world with the augmented world.

Augmented reality and virtual reality are immersive technologies that visualize a virtual environment through the use of a device or on a surface / platform. Virtual reality software is used to create an artificial environment and is presented to the user in a way that makes them believe and experience like a real environment. Virtual reality is experienced primarily through vision and audio.

COVID-19 impact on Augmented and Virtual Reality Market:

The coronavirus pandemic is expected to positively impact the growth of the AR and VR market for healthcare applications, as healthcare professionals are supposed to primarily adopt AR and VR HMD’s as protective equipment in the near future. COVID-19 has negatively impacted the market's supply chain due to lockdowns and weak cross-border trade. Due to the coronavirus pandemic, the global AR and VR consumer market is likely to grow slowly in the coming years. The closure of consumer markets around the world has affected the sale of products such as projectors and HMDs. However, the virtual reality market is likely to regain full momentum by 2023.

Recent Developments:

  • In March 2021, Epson America, Inc., a unit of Japan’s Seiko Epson Corporation, made a deal with 3D HoloGroup (USA), a AR software architecture and systems integration specialist, to focus on the sales of The Epson AR glasses.
  • In June 2019, PTC acquired TWNKLS (Netherlands), a provider of practical AR solutions for Industry 4.0, to accelerate the development of enterprise AR applications.
  • In May 2019, Microsoft released second-generation HoloLens, HoloLens 2. The complete HoloLens 2 suite includes Unity Pro free trials, Azure credits, and the Unity PiXYZ plug-in for CAD data. The company also announced Unreal Engine 4 support for HoloLens 2, which will provide customers with a more realistic experience.

Augmented and Virtual Reality Market Growth and Trends:

Semi and fully immersive technology to play an important role in the growth of the global augmented reality and virtual reality market

Most companies focus on developing immersive video games for users. Virtual reality headsets allow users to interact with the virtual world. The growing demand for semi-immersive and fully immersive virtual reality devices is the result of improvements in computer systems and electronic networks. Furthermore, innovations such as fully immersive HMDs with VR technology that provide a high resolution 360 ° field of view to the user are expected to drive growth in this market.

Software to play an important role in the growth of the augmented reality and virtual reality market

The AR and VR software market has seen strong growth in recent years and is supposed to dominate the worldwide market in the next 5 years due to the trend of VR content creation and AR games. Mass consumption is believed to contribute to the widespread adoption of AR and VR. Delays in the launch of new AR and VR hardware, coupled with declining AR and VR hardware sales, negatively affected revenue growth in the AR and VR software market.

Augmented and Virtual Reality Market Drivers and Restraints:

The increasing penetration of smartphones and mobile games and the rising adoption of virtual and augmented reality solutions in education are supposed to drive market growth. However, the lack of efficient user experience design and low growth in underdeveloped economies are estimated to hamper market growth during the outlook period. Rather, increasing investment in the market should be a virtual and augmented reality market opportunity.

Augmented and Virtual Reality Market segmentation:

The global virtual and augmented reality market is segmented based on application, organization size, vertical industry, and region.

In terms of application, the market is divided between consumers and businesses.

According to the size of the organization, the market is classified into large companies and small and medium-sized companies.

By vertical industry, the market is divided into games, entertainment and media, aerospace and defense, healthcare, education, manufacturing, retail, and others.

Regional Analysis:

The regions that are expected to see significant growth in the global virtual and augmented reality market are North America, Europe, Asia-Pacific and LAMEA. Of these, North America and Europe are the major contributors to this industry while the Asia Pacific and LAMEA are anticipated to offer promising growth opportunities in the future.

Key market players:

The major players operating in the global virtual and augmented reality market analysis include Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd. and Wikitude

1. Introduction                                 

                1.1 Market Definition                    

                1.2 Scope of the report                

                1.3 Study Assumptions                 

                1.4 Base Currency, Base Year and Forecast Periods  

2. Research Methodology                                           

                2.1 Analysis Design                         

                2.2 Research Phases                      

                                2.2.1 Secondary Research           

                                2.2.2 Primary Research 

                                2.2.3 Data Modelling      

                                2.2.4 Expert Validation  

                2.3 Study Timeline                          

3. Report Overview                                        

                3.1 Executive Summary                

                3.2 Key Inferencees                       

4. Market Dynamics                                       

                4.1 Impact Analysis                         

                                4.1.1 Drivers      

                                4.1.2 Restaints  

                                4.1.3 Opportunities        

                4.2 Regulatory Environment                       

                4.3 Technology Timeline & Recent Trends   

5. Competitor Benchmarking Analysis                                    

                5.1 Key Player Benchmarking                     

                                5.1.1 Market share analysis        

                                5.1.2 Products/Service  

                                5.1.3 Regional Presence               

                5.2 Mergers & Acquisition Landscape                      

                5.3 Joint Ventures & Collaborations                        

6. Market Segmentation                                              

                6.1 Augmented and Virtual Reality Market, By Organization Size  

                                6.1.1 Large Enterprises 

                                6.1.2 Small & Medium-Sized Enterprises

        6.1.3 Market Size Estimations & Forecasts (2021-2026)   

                                6.1.4 Y-o-Y Growth Rate Analysis             

                                6.1.5 Market Attractiveness Index          

  6.2 Augmented and Virtual Reality Market, By Application  

                                6.2.1 Consumer

                                6.2.2 Enterprise

  6.2.3 Market Size Estimations & Forecasts (2021-2026)   

                                6.2.4 Y-o-Y Growth Rate Analysis             

                                6.2.5 Market Attractiveness Index          

   6.3 Augmented and Virtual Reality Market, By Industry Vertical   

                                6.3.1 Gaming     

                                6.3.2 Entertainment & Media    

                                6.3.3 Aerospace & Defense        

                                6.3.4 Healthcare              

                                6.3.5 Education

                                6.3.6 Manufacturing      

                                6.3.7 Retail         

       6.3.8 Market Size Estimations & Forecasts (2021-2026)   

                                6.3.9 Y-o-Y Growth Rate Analysis             

                                6.3.10 Market Attractiveness Index        

7. Geographical Landscape                                         

                7.1 Global Identity Governance and Administration Market, by Region   

                7.2 North America - Market Analysis (2021- 2026)   

                                7.2.1 By Country              



                                7.2.2 By Organization Size            

                                7.2.3 By Application        

                                7.2.4 By Industry Vertical             

                7.3 Europe                         

                                7.3.1 By Country              






                                       Rest of Europe

                                7.3.2 By Organization Size            

                                7.3.3 By Application        

                                7.3.4 By Industry Vertical             

                7.4 Asia Pacific                  

                                7.4.1 By Country              




                                       South Korea

                                       South East Asia

                                       Australia & NZ

                                       Rest of Asia-Pacific

                                7.4.2 By Organization Size            

                                7.4.3 By Application        

                                7.4.4 By Industry Vertical             

                7.5 Latin America                             

                                7.5.1 By Country              




                                       Rest of Latin America

                                7.5.2 By Organization Size            

                                7.5.3 By Application        

                                7.5.4 By Industry Vertical             

                7.6 Middle East and Africa                           

                                7.6.1 By Country              

                                       Middle East


                                7.6.2 By Organization Size            

                                7.6.3 By Application        

                                7.6.4 By Industry Vertical             

8. Key Player Analysis                                    

                8.1 Google Inc                  

                                8.1.1 Business Description           

                                8.1.2 Products/Service  

                                8.1.3 Financials 

                                8.1.4 SWOT Analysis       

                                8.1.5 Recent Developments       

                                8.1.6 Analyst Overview 

                8.2 Sony                              

                8.3 Magic Leap, Inc                         

                8.4 HTC                

                8.5 Microsoft Corporation                           

                8.6 Osterhout Design Group                      

                8.7 Facebook                    

                8.8 DAQRI                           

                8.9 Samsung Electronics Co., Ltd                               

                8.10 Wikitude                   

9. Market Outlook & Investment Opportunities                                


                List of Tables                     

                List of Figures                   

  • Global, regional and country-level analysis and forecasts of the study market; providing Insights on the major countries/regions in which this industry is blooming and also identify the regions that are still untapped
  • The segment-level analysis in terms of By Product Type, By Distributional Channel and along with market size forecasts and estimations to detect key areas of industry growth in detail
  • Identification of key drivers, restraints, opportunities, and challenges (DROC) in the market and their impact on shifting market dynamics
  • Study of the effect of exogenous and endogenous factors that affect the global market; which includes broadly demographic, economics, and political, among other macro-environmental factors presented in an extensive PESTLE Analysis
  • Study the microenvironment factors that determine the overall profitability of an Industry, using Porter’s five forces analysis for analyzing the level of competition and business strategy development
  • A comprehensive list of key market players along with their product portfolio, current strategic interests, key financial information, legal issues, SWOT analysis, and analyst overview to study and sustain the market environment
  • Competitive landscape analysis listing out the mergers, acquisitions, collaborations in the field along with new product launches, comparative financial studies and recent developments in the market by the major companies
  • An executive summary, abridging the entire report in such a way that decision-making personnel can rapidly become acquainted with background information, concise analysis, and main conclusions
  • Expertly devised analyst overview along with Investment opportunities to provide both individuals and organizations a strong financial foothold in the market
  1. Global Augmented and Virtual Reality Market By Region, From 2021-2026 ( USD Billion )
  2. Global Augmented and Virtual Reality Market By Organization Size, From 2021-2026 ( USD Billion )
  3. Global Large Enterprises Market By Region, From 2021-2026 ( USD Billion )
  4. Global Small & Medium-Sized Enterprises Market By Region, From 2021-2026 ( USD Billion )
  5. Global Augmented and Virtual Reality Market By Application, From 2021-2026 ( USD Billion )
  6. Global Consumer Market By Region, From 2021-2026 ( USD Billion )
  7. Global Enterprise Market By Region, From 2021-2026 ( USD Billion )
  8. Global Augmented and Virtual Reality Market By Industry Vertical, From 2021-2026 ( USD Billion )
  9. Global Gaming Market By Region, From 2021-2026 ( USD Billion )
  10. Global Entertainment & Media Market By Region, From 2021-2026 ( USD Billion )
  11. Global Aerospace & Defense Market By Region, From 2021-2026 ( USD Billion )
  12. Global Healthcare Market By Region, From 2021-2026 ( USD Billion )
  13. Global Education Market By Region, From 2021-2026 ( USD Billion )
  14. Global Manufacturing Market By Region, From 2021-2026 ( USD Billion )
  15. Global Retail Market By Region, From 2021-2026 ( USD Billion )

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