Augmented Reality (AR) and Virtual Reality (VR) Market Size Estimates and Forecasts By Key Players like DAQRI LLC, Augmented Pixels Co., EON Reality, Innovega,Total Immersion, Vuzix Corporation, Blippar, Oculus VR LLC, Microsoft Corporation, Google

Press Release

AR technology blends the virtual and real-world objects. With AR, users will be able to interact with the virtual object and also will be able to distinguish between the real and virtual contents. AR has found more success within a short period of time, this technology has been more adopted in the consumer sector and is expected to surpass the VR market in the near future.

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Some of the prominent companies present in Augmented Reality (AR) and Virtual Reality (VR) market are DAQRI LLC, Augmented Pixels Co., EON Reality, Inc., Innovega, Inc.,Total Immersion, Vuzix Corporation, Blippar, Oculus VR LLC, Microsoft Corporation, Google, and among other Augmented Reality (AR) and Virtual Reality (VR) market players.

The proliferation of mobile devices such as smartphones and tablets will drive the AR market in the near future by enhancing the user experience pertaining to games and other entertainment applications. Although entertainment holds the major share of the market during the forecast period, while new applications in industrial, medical, automotive, etc. will keep the companies interested in AR and VR technologies.

Developments in AR applications and compact VR headsets, the adoption rate of these technologies in education and research industry for new techniques and procedures of training and development. AR & VR would also contribute considerably towards smart innovations in the retail industry. Additionally, substantial growth of global augmented reality and virtual reality market is observed in infotainment industry, with the availability of featured AR & VR devices with increased computational abilities, which will enhance the user interface in gaming and entertainment.

The major restraints to the global AR and VR market include high hardware and deployment cost, limited awareness in various end-user industries is another limiting factor for the global augmented reality and virtual reality market. AR and VR have limited applications and major ones include entertainment, education, and gaming. The number of consumers being catered is minimum in number, as AR and VR are still in the emerging phase and have limited reach to different requirements of the customers or enterprises.

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The global AR and VR market has been broadly segmented by technology i.e., AR and VR technologies. The market is further segmented by components which include sensors and other semiconductor components. In addition to this, the AR and VR market is bifurcated into on end-user industry such as entertainment, education. Industrial, medical, aerospace & defense, and retail among others.

North America is one of the prominent regions in AR and VR market which will contribute highest to the revenues globally due to high technological developments and considerable usage of AR & VR technology and products. The region is expected to lose the market share to APAC over the forecast period. Rapidly growing economies in Asia-Pacific (APAC) with a significant number of hardware and software developers will pave the path for increasing adoption and propel the market for AR and VR.

TABLE OF CONTENTS

1 Table of Contents
1.1 List of Tables
1.2 List of Figures
2 Introduction
2.1 The Insight Partners Research Report Guidance
3 Key Takeaways
4 Global Augmented Reality (AR) and Virtual Reality (VR) Market Landscape
4.1 Overview
4.2 Market Segmentation
4.2.1 Augmented Reality and Virtual Reality Market By Technology
4.2.2 Augmented Reality and Virtual Reality Market By Components
4.2.3 Augmented Reality and Virtual Reality Market By End-User Industry
4.2.4 Augmented Reality and Virtual Reality Market By Geography
4.3 Value Chain Analysis
Continue….

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