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AR and VR Market
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Augmented Reality and Virtual Reality Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

Get a Comprehensive Overview of the Augmented Reality and Virtual Reality Market Report Prepared by P&S Intelligence, Segmented by Type (AR Type, VR Type), Offering (Hardware, Software), Device Type (AR Devices, VR Devices), Application (AR, VR), and Geographic Regions. This Report Provides Insights From 2017 to 2030.

  • Published: April 2024
  • Pages: 370
  • Report Code: 10282
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This report contains the pivotal information you need to refine and strengthen your business strategy.

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  • Report Summary
  • Table of Contents
  • Sample Pages

Chapter 1. Research Background

1.1 Research Objectives

1.2 Market Definition

1.2.1 Analysis Period

1.2.2 Market Data Reporting Unit

1.2.2.1 Volume

1.2.2.2 Value

1.3 Research Scope

1.3.1 Market Segmentation by Type

1.3.2 Market Segmentation by Offering

1.3.3 Market Segmentation by Device Type

1.3.4 Market Segmentation by Application

1.3.5 Market Segmentation by Region

1.4 Key Stakeholders

Chapter 2. Research Methodology

2.1 Secondary Research

2.1.1 Paid

2.1.2 Unpaid

2.2 Primary Research

2.2.1 Breakdown of Primary Research Respondents

2.2.1.1 By region

2.2.1.2 By industry participant

2.2.1.3 By company type

2.3 Market Size Estimation

2.4 Data Triangulation

2.5 Currency Conversion Rates

2.6 Assumptions for the Study

Chapter 3. Executive Summary

Chapter 4. Introduction

4.1 Definition of Market Segments

4.1.1 By Type

4.1.1.1 AR

4.1.1.1.1 Marker-based AR

4.1.1.1.1.1 Passive marker

4.1.1.1.1.2 Active marker

4.1.1.1.2 Marker-less AR

4.1.1.1.2.1 Model-based tracking

4.1.1.1.2.2 Image-based processing

4.1.1.2 VR

4.1.1.2.1 Non-immersive

4.1.1.2.2 Semi- and fully immersive

4.1.2 By Offering

4.1.2.1 Hardware

4.1.2.1.1 Sensors

4.1.2.1.2 Cameras

4.1.2.1.3 Position trackers

4.1.2.1.4 Displays and projectors

4.1.2.1.5 Semiconductor components

4.1.2.1.6 Others

4.1.2.2 Software

4.1.2.2.1 SDKs

4.1.2.2.2 Cloud-based services

4.1.2.2.3 AR software functions

4.1.2.2.4 VR content creation

4.1.3 By Device Type

4.1.3.1 AR devices

4.1.3.1.1 HMDs

4.1.3.1.2 HUDs

4.1.3.1.3 Others

4.1.3.2 VR Devices

4.1.3.2.1 HMDs

4.1.3.2.2 Gesture-tracking devices

4.1.3.2.3 Projectors and display walls

4.1.4 By Application

4.1.4.1 Consumer

4.1.4.1.1 Gaming

4.1.4.1.2 Sports and entertainment

4.1.4.2 Commercial

4.1.4.2.1 Offline education and e-learning

4.1.4.2.2 In-store retail and e-commerce

4.1.4.2.3 Tourism

4.1.4.3 Enterprise

4.1.4.3.1 Healthcare

4.1.4.3.2 Automotive

4.1.4.3.3 Aerospace

4.1.4.3.4 Defense

4.1.4.3.5 Others

4.2 Value Chain Analysis

4.2.1 Technology Suppliers

4.2.2 Device Suppliers

4.3 Market Dynamics

4.3.1 Trends

4.3.1.1 Growing focus of businesses on the aesthetics of AR and VR devices

4.3.1.2 Increasing investments by tech corporations and venture capitalists

4.3.2 Drivers

4.3.2.1 Increasing penetration of smartphones and tablet computers

4.3.2.2 Soaring demand for AR and VR in offline retail and e-commerce

4.3.2.3 Rising technology adoption among enterprises

4.3.2.4 Growing focus of vendors on price reduction

4.3.2.5 Impact analysis of drivers on market forecast

4.3.3 Restraints

4.3.3.1 Potential health risks

4.3.3.2 Technical imperfections

4.3.3.3 Impact analysis of restraints on market forecast

4.3.4 Opportunities

4.3.4.1 Rising demand for gesture and haptic control

4.3.4.2 Advancements in technology

4.3.4.3 Integration of AR and VR to create MR

4.4 Impact of COVID-19 on AR and VR Market

4.4.1 COVID-19 Scenario

4.4.2 Future Scenario

4.5 Porter’s Five Forces Analysis

4.5.1 Bargaining Power of Buyers

4.5.2 Bargaining Power of Suppliers

4.5.3 Intensity of Rivalry

4.5.4 Threat of New Entrants

4.5.5 Threat of Substitutes

Chapter 5. Global Market Size and Forecast

5.1 Overview

5.2 By Type

5.2.1 AR Market, by Technology

5.2.1.1 Marker-based AR market, by type

5.2.1.2 Marker-less AR market, by type

5.2.2 VR Market, by Technology

5.3 By Offering

5.3.1 Hardware Market, by Type

5.3.2 Software Market, by Type

5.4 By Device Type

5.4.1 AR Devices Market, by Type

5.4.2 VR Devices Market, by Type

5.5 By Application

5.5.1 AR Market, by Application

5.5.1.1 Consumer AR market, by application

5.5.1.2 Commercial AR Market, by application

5.5.1.3 Enterprise AR market, by application

5.5.2 VR Market, by Application

5.5.2.1 Consumer VR market, by application

5.5.2.2 Commercial VR market, by application

5.5.2.3 Enterprise VR market, by application

5.6 By Region

Chapter 6. North America Market Size and Forecast

6.1 Overview

6.2 By Type

6.2.1 AR Market, by Technology

6.2.1.1 Marker-based AR market, by type

6.2.1.2 Marker-less AR market, by type

6.2.2 VR Market, by Technology

6.3 By Offering

6.3.1 Hardware Market, by Type

6.3.2 Software Market, by Type

6.4 By Device Type

6.4.1 AR Devices Market, by Type

6.4.2 VR Devices Market, by Type

6.5 By Application

6.5.1 AR Market, by Application

6.5.1.1 Consumer AR market, by application

6.5.1.2 Commercial AR Market, by application

6.5.1.3 Enterprise AR market, by application

6.5.2 VR Market, by Application

6.5.2.1 Consumer VR market, by application

6.5.2.2 Commercial VR market, by application

6.5.2.3 Enterprise VR market, by application

6.6 By Country

Chapter 7. Europe Market Size and Forecast

7.1 Overview

7.2 By Type

7.2.1 AR Market, by Technology

7.2.1.1 Marker-based AR market, by type

7.2.1.2 Marker-less AR market, by type

7.2.2 VR Market, by Technology

7.3 By Offering

7.3.1 Hardware Market, by Type

7.3.2 Software Market, by Type

7.4 By Device Type

7.4.1 AR Devices Market, by Type

7.4.2 VR Devices Market, by Type

7.5 By Application

7.5.1 AR Market, by Application

7.5.1.1 Consumer AR market, by application

7.5.1.2 Commercial AR market, by application

7.5.1.3 Enterprise AR market, by application

7.5.2 VR Market, by Application

7.5.2.1 Consumer VR market, by application

7.5.2.2 Commercial VR market, by application

7.5.2.3 Enterprise VR market, by application

7.6 By Country

Chapter 8. APAC Market Size and Forecast

8.1 Overview

8.2 By Type

8.2.1 AR Market, by Technology

8.2.1.1 Marker-based AR market, by type

8.2.1.2 Marker-less AR market, by type

8.2.2 VR Market, by Technology

8.3 By Offering

8.3.1 Hardware Market, by Type

8.3.2 Software Market, by Type

8.4 By Device Type

8.4.1 AR Devices Market, by Type

8.4.2 VR Devices Market, by Type

8.5 By Application

8.5.1 AR Market, by Application

8.5.1.1 Consumer AR market, by application

8.5.1.2 Commercial AR market, by application

8.5.1.3 Enterprise AR market, by application

8.5.2 VR Market, by Application

8.5.2.1 Consumer VR market, by application

8.5.2.2 Commercial VR market, by application

8.5.2.3 Enterprise VR market, by application

8.6 By Country

Chapter 9. LATAM Market Size and Forecast

9.1 Overview

9.2 By Type

9.2.1 AR Market, by Technology

9.2.1.1 Marker-based AR market, by type

9.2.1.2 Marker-less AR market, by type

9.2.2 VR Market, by Technology

9.3 By Offering

9.3.1 Hardware Market, by Type

9.3.2 Software Market, by Type

9.4 By Device Type

9.4.1 AR Devices Market, by Type

9.4.2 VR Devices Market, by Type

9.5 By Application

9.5.1 AR Market, by Application

9.5.1.1 Consumer AR market, by application

9.5.1.2 Commercial AR market, by application

9.5.1.3 Enterprise AR market, by application

9.5.2 VR Market, by Application

9.5.2.1 Consumer VR market, by application

9.5.2.2 Commercial VR market, by application

9.5.2.3 Enterprise VR market, by application

9.6 By Country

Chapter 10. MEA Market Size and Forecast

10.1 Overview

10.2 By Type

10.2.1 AR Market, by Technology

10.2.1.1 Marker-based AR market, by type

10.2.1.2 Marker-less AR market, by type

10.2.2 VR Market, by Technology

10.3 By Offering

10.3.1 Hardware Market, by Type

10.3.2 Software Market, by Type

10.4 By Device Type

10.4.1 AR Devices Market, by Type

10.4.2 VR Devices Market, by Type

10.5 By Application

10.5.1 AR Market, by Application

10.5.1.1 Consumer AR market, by application

10.5.1.2 Commercial AR market, by application

10.5.1.3 Enterprise AR market, by application

10.5.2 VR Market, by Application

10.5.2.1 Consumer VR market, by application

10.5.2.2 Commercial VR market, by application

10.5.2.3 Enterprise VR market, by application

10.6 By Country

Chapter 11. U.S. Market Size and Forecast

11.1 By Type

11.1.1 AR Market, by Technology

11.1.1.1 Marker-based AR market, by type

11.1.1.2 Marker-less AR market, by type

11.1.2 VR Market, by Technology

11.2 By Offering

11.2.1 Hardware Market, by Type

11.2.2 Software Market, by Type

11.3 By Device Type

11.3.1 AR Devices Market, by Type

11.3.2 VR Devices Market, by Type

11.4 By Application

11.4.1 AR Market, by Application

11.4.1.1 Consumer AR market, by application

11.4.1.2 Commercial AR Market, by application

11.4.1.3 Enterprise AR market, by application

11.4.2 VR Market, by Application

11.4.2.1 Consumer VR market, by application

11.4.2.2 Commercial VR market, by application

11.4.2.3 Enterprise VR market, by application

Chapter 12. Canada Market Size and Forecast

12.1 By Type

12.1.1 AR Market, by Technology

12.1.1.1 Marker-based AR market, by type

12.1.1.2 Marker-less AR market, by type

12.1.2 VR Market, by Technology

12.2 By Offering

12.2.1 Hardware Market, by Type

12.2.2 Software Market, by Type

12.3 By Device Type

12.3.1 AR Devices Market, by Type

12.3.2 VR Devices Market, by Type

12.4 By Application

12.4.1 AR Market, by Application

12.4.1.1 Consumer AR market, by application

12.4.1.2 Commercial AR Market, by application

12.4.1.3 Enterprise AR market, by application

12.4.2 VR Market, by Application

12.4.2.1 Consumer VR market, by application

12.4.2.2 Commercial VR market, by application

12.4.2.3 Enterprise VR market, by application

Chapter 13. Germany Market Size and Forecast

13.1 By Type

13.1.1 AR Market, by Technology

13.1.1.1 Marker-based AR market, by type

13.1.1.2 Marker-less AR market, by type

13.1.2 VR Market, by Technology

13.2 By Offering

13.2.1 Hardware Market, by Type

13.2.2 Software Market, by Type

13.3 By Device Type

13.3.1 AR Devices Market, by Type

13.3.2 VR Devices Market, by Type

13.4 By Application

13.4.1 AR Market, by Application

13.4.1.1 Consumer AR market, by application

13.4.1.2 Commercial AR Market, by application

13.4.1.3 Enterprise AR market, by application

13.4.2 VR Market, by Application

13.4.2.1 Consumer VR market, by application

13.4.2.2 Commercial VR market, by application

13.4.2.3 Enterprise VR market, by application

Chapter 14. France Market

14.1 Market Overview

14.1.1 AR Market by Technology

14.1.1.1 Marker-based AR

14.1.1.2 Marker-less AR

14.1.2 VR Market by Technology

14.2 Market Segmentation

14.2.1 AR Market by Offering

14.2.1.1 Hardware

14.2.1.2 Software

14.2.2 VR Market by Offering

14.3 Market by Device Type

14.3.1 AR Devices

14.3.2 VR Devices

14.4 Market by Application

14.4.1 AR Market by Application

14.4.1.1 Consumer Applications

14.4.1.2 Commercial Applications

14.4.1.3 Enterprise Applications

14.4.2 VR Market by Application

14.5 Market by End-User

14.5.1 AR Market by End-User

14.5.2 VR Market by End-User

Chapter 15. U.K. Market

15.1 By Type

15.1.1 AR Market, by Technology

15.1.1.1 Marker-based AR market, by type

15.1.1.2 Marker-less AR market, by type

15.1.2 VR Market, by Technology

15.2 By Offering

15.2.1 Hardware Market, by Type

15.2.2 Software Market, by Type

15.3 By Device Type

15.3.1 AR Devices Market, by Type

15.3.2 VR Devices Market, by Type

15.4 By Application

15.4.1 AR Market, by Application

15.4.1.1 Consumer AR market, by application

15.4.1.2 Commercial AR Market, by application

15.4.1.3 Enterprise AR market, by application

15.4.2 VR Market, by Application

15.4.2.1 Consumer VR market, by application

15.4.2.2 Commercial VR market, by application

15.4.2.3 Enterprise VR market, by application

Chapter 16. Italy Market

16.1 By Type

16.1.1 AR Market, by Technology

16.1.1.1 Marker-based AR market, by type

16.1.1.2 Marker-less AR market, by type

16.1.2 VR Market, by Technology

16.2 By Offering

16.2.1 Hardware Market, by Type

16.2.2 Software Market, by Type

16.3 By Device Type

16.3.1 AR Devices Market, by Type

16.3.2 VR Devices Market, by Type

16.4 By Application

16.4.1 AR Market, by Application

16.4.1.1 Consumer AR market, by application

16.4.1.2 Commercial AR Market, by application

16.4.1.3 Enterprise AR market, by application

16.4.2 VR Market, by Application

16.4.2.1 Consumer VR market, by application

16.4.2.2 Commercial VR market, by application

16.4.2.3 Enterprise VR market, by application

Chapter 17. Spain Market

17.1 By Type

17.1.1 AR Market, by Technology

17.1.1.1 Marker-based AR market, by type

17.1.1.2 Marker-less AR market, by type

17.1.2 VR Market, by Technology

17.2 By Offering

17.2.1 Hardware Market, by Type

17.2.2 Software Market, by Type

17.3 By Device Type

17.3.1 AR Devices Market, by Type

17.3.2 VR Devices Market, by Type

17.4 By Application

17.4.1 AR Market, by Application

17.4.1.1 Consumer AR market, by application

17.4.1.2 Commercial AR Market, by application

17.4.1.3 Enterprise AR market, by application

17.4.2 VR Market, by Application

17.4.2.1 Consumer VR market, by application

17.4.2.2 Commercial VR market, by application

17.4.2.3 Enterprise VR market, by application

Chapter 18. China Market

18.1 By Type

18.1.1 AR Market, by Technology

18.1.1.1 Marker-based AR market, by type

18.1.1.2 Marker-less AR market, by type

18.1.2 VR Market, by Technology

18.2 By Offering

18.2.1 Hardware Market, by Type

18.2.2 Software Market, by Type

18.3 By Device Type

18.3.1 AR Devices Market, by Type

18.3.2 VR Devices Market, by Type

18.4 By Application

18.4.1 AR Market, by Application

18.4.1.1 Consumer AR market, by application

18.4.1.2 Commercial AR Market, by application

18.4.1.3 Enterprise AR market, by application

18.4.2 VR Market, by Application

18.4.2.1 Consumer VR market, by application

18.4.2.2 Commercial VR market, by application

18.4.2.3 Enterprise VR market, by application

Chapter 19. Japan Market

19.1 By Type

19.1.1 AR Market, by Technology

19.1.1.1 Marker-based AR market, by type

19.1.1.2 Marker-less AR market, by type

19.1.2 VR Market, by Technology

19.2 By Offering

19.2.1 Hardware Market, by Type

19.2.2 Software Market, by Type

19.3 By Device Type

19.3.1 AR Devices Market, by Type

19.3.2 VR Devices Market, by Type

19.4 By Application

19.4.1 AR Market, by Application

19.4.1.1 Consumer AR market, by application

19.4.1.2 Commercial AR Market, by application

19.4.1.3 Enterprise AR market, by application

19.4.2 VR Market, by Application

19.4.2.1 Consumer VR market, by application

19.4.2.2 Commercial VR market, by application

19.4.2.3 Enterprise VR market, by application

Chapter 20. India Market

20.1 By Type

20.1.1 AR Market, by Technology

20.1.1.1 Marker-based AR market, by type

20.1.1.2 Marker-less AR market, by type

20.1.2 VR Market, by Technology

20.2 By Offering

20.2.1 Hardware Market, by Type

20.2.2 Software Market, by Type

20.3 By Device Type

20.3.1 AR Devices Market, by Type

20.3.2 VR Devices Market, by Type

20.4 By Application

20.4.1 AR Market, by Application

20.4.1.1 Consumer AR market, by application

20.4.1.2 Commercial AR Market, by application

20.4.1.3 Enterprise AR market, by application

20.4.2 VR Market, by Application

20.4.2.1 Consumer VR market, by application

20.4.2.2 Commercial VR market, by application

20.4.2.3 Enterprise VR market, by application

Chapter 21. Australia Market

21.1 By Type

21.1.1 AR Market, by Technology

21.1.1.1 Marker-based AR market, by type

21.1.1.2 Marker-less AR market, by type

21.1.2 VR Market, by Technology

21.2 By Offering

21.2.1 Hardware Market, by Type

21.2.2 Software Market, by Type

21.3 By Device Type

21.3.1 AR Devices Market, by Type

21.3.2 VR Devices Market, by Type

21.4 By Application

21.4.1 AR Market, by Application

21.4.1.1 Consumer AR market, by application

21.4.1.2 Commercial AR Market, by application

21.4.1.3 Enterprise AR market, by application

21.4.2 VR Market, by Application

21.4.2.1 Consumer VR market, by application

21.4.2.2 Commercial VR market, by application

21.4.2.3 Enterprise VR market, by application

Chapter 22. South Korea Market

22.1 By Type

22.1.1 AR Market, by Technology

22.1.1.1 Marker-based AR market, by type

22.1.1.2 Marker-less AR market, by type

22.1.2 VR Market, by Technology

22.2 By Offering

22.2.1 Hardware Market, by Type

22.2.2 Software Market, by Type

22.3 By Device Type

22.3.1 AR Devices Market, by Type

22.3.2 VR Devices Market, by Type

22.4 By Application

22.4.1 AR Market, by Application

22.4.1.1 Consumer AR market, by application

22.4.1.2 Commercial AR Market, by application

22.4.1.3 Enterprise AR market, by application

22.4.2 VR Market, by Application

22.4.2.1 Consumer VR market, by application

22.4.2.2 Commercial VR market, by application

22.4.2.3 Enterprise VR market, by application

Chapter 23. Brazil Market

23.1 By Type

23.1.1 AR Market, by Technology

23.1.1.1 Marker-based AR market, by type

23.1.1.2 Marker-less AR market, by type

23.1.2 VR Market, by Technology

23.2 By Offering

23.2.1 Hardware Market, by Type

23.2.2 Software Market, by Type

23.3 By Device Type

23.3.1 AR Devices Market, by Type

23.3.2 VR Devices Market, by Type

23.4 By Application

23.4.1 AR Market, by Application

23.4.1.1 Consumer AR market, by application

23.4.1.2 Commercial AR Market, by application

23.4.1.3 Enterprise AR market, by application

23.4.2 VR Market, by Application

23.4.2.1 Consumer VR market, by application

23.4.2.2 Commercial VR market, by application

23.4.2.3 Enterprise VR market, by application

Chapter 24. Mexico Market

24.1 By Type

24.1.1 AR Market, by Technology

24.1.1.1 Marker-based AR market, by type

24.1.1.2 Marker-less AR market, by type

24.1.2 VR Market, by Technology

24.2 By Offering

24.2.1 Hardware Market, by Type

24.2.2 Software Market, by Type

24.3 By Device Type

24.3.1 AR Devices Market, by Type

24.3.2 VR Devices Market, by Type

24.4 By Application

24.4.1 AR Market, by Application

24.4.1.1 Consumer AR market, by application

24.4.1.2 Commercial AR Market, by application

24.4.1.3 Enterprise AR market, by application

24.4.2 VR Market, by Application

24.4.2.1 Consumer VR market, by application

24.4.2.2 Commercial VR market, by application

24.4.2.3 Enterprise VR market, by application

Chapter 25. Saudi Arabia Market

25.1 By Type

25.1.1 AR Market, by Technology

25.1.1.1 Marker-based AR market, by type

25.1.1.2 Marker-less AR market, by type

25.1.2 VR Market, by Technology

25.2 By Offering

25.2.1 Hardware Market, by Type

25.2.2 Software Market, by Type

25.3 By Device Type

25.3.1 AR Devices Market, by Type

25.3.2 VR Devices Market, by Type

25.4 By Application

25.4.1 AR Market, by Application

25.4.1.1 Consumer AR market, by application

25.4.1.2 Commercial AR Market, by application

25.4.1.3 Enterprise AR market, by application

25.4.2 VR Market, by Application

25.4.2.1 Consumer VR market, by application

25.4.2.2 Commercial VR market, by application

25.4.2.3 Enterprise VR market, by application

Chapter 26. South Africa Market

26.1 By Type

26.1.1 AR Market, by Technology

26.1.1.1 Marker-based AR market, by type

26.1.1.2 Marker-less AR market, by type

26.1.2 VR Market, by Technology

26.2 By Offering

26.2.1 Hardware Market, by Type

26.2.2 Software Market, by Type

26.3 By Device Type

26.3.1 AR Devices Market, by Type

26.3.2 VR Devices Market, by Type

26.4 By Application

26.4.1 AR Market, by Application

26.4.1.1 Consumer AR market, by application

26.4.1.2 Commercial AR Market, by application

26.4.1.3 Enterprise AR market, by application

26.4.2 VR Market, by Application

26.4.2.1 Consumer VR market, by application

26.4.2.2 Commercial VR market, by application

26.4.2.3 Enterprise VR market, by application

Chapter 27. U.A.E. Market

27.1 By Type

27.1.1 AR Market, by Technology

27.1.1.1 Marker-based AR market, by type

27.1.1.2 Marker-less AR market, by type

27.1.2 VR Market, by Technology

27.2 By Offering

27.2.1 Hardware Market, by Type

27.2.2 Software Market, by Type

27.3 By Device Type

27.3.1 AR Devices Market, by Type

27.3.2 VR Devices Market, by Type

27.4 By Application

27.4.1 AR Market, by Application

27.4.1.1 Consumer AR market, by application

27.4.1.2 Commercial AR Market, by application

27.4.1.3 Enterprise AR market, by application

27.4.2 VR Market, by Application

27.4.2.1 Consumer VR market, by application

27.4.2.2 Commercial VR market, by application

27.4.2.3 Enterprise VR market, by application

Chapter 28. Competitive Landscape

28.1 List of Market Players and their Offerings

28.2 Competitive Benchmarking of Key Players

28.3 Product Benchmarking of Key Players

28.4 Recent Strategic Developments

Chapter 29. Company Profiles

Chapter 30. Appendix

30.1 Sources and References

30.2 Related Reports

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