Augmented Reality and Virtual Reality Market with COVID-19 Impact Analysis by Offering (Hardware & Software), Device Type (HMD, HUD, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare), and Geography - Global Forecast to 2025

拡張現実(AR)・仮想現実(VR)の世界市場予測(~2025):提供別、装置種類別、用途別、地域別

◆タイトル:Augmented Reality and Virtual Reality Market with COVID-19 Impact Analysis by Offering (Hardware & Software), Device Type (HMD, HUD, Gesture Tracking), Application (Enterprise, Consumer, Commercial, Healthcare), and Geography - Global Forecast to 2025
◆商品コード:SE 2288
◆調査・発行会社:MarketsandMarkets
◆発行日:2020年11月30日
◆ページ数:330
◆レポート形式:PDF / 英語
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【レポートの概要】

MarketsandMarkets社は拡張現実(AR)・仮想現実(VR)の世界市場が2020年153億ドルから2025年770億ドルまで、年平均38.1%成長すると予想しています。本市場調査資料では、拡張現実(AR)・仮想現実(VR)の世界市場を広く調査・分析し、イントロダクション、調査手法、エグゼクティブサマリー、プレミアムインサイト、市場概要、産業動向、技術別(拡張現実(AR)技術、仮想現実(VR)技術、仮想現実(VR)コンテンツ作成)分析、提供別(ハードウェア、ソフトウェア)分析、装置種類別(拡張現実(AR)装置、仮想現実(VR)技術装置)分析、用途別(拡張現実(AR)、仮想現実(VR))分析、地域別分析、競争状況、企業情報などの項目を掲載しています。
・イントロダクション
・調査手法
・エグゼクティブサマリー
・プレミアムインサイト
・市場概要
・産業動向
・拡張現実(AR)・仮想現実(VR)の世界市場規模:技術別(拡張現実(AR)技術、仮想現実(VR)技術、仮想現実(VR)コンテンツ作成)
・拡張現実(AR)・仮想現実(VR)の世界市場規模:提供別(ハードウェア、ソフトウェア)
・拡張現実(AR)・仮想現実(VR)の世界市場規模:装置種類別(拡張現実(AR)装置、仮想現実(VR)技術装置)
・拡張現実(AR)・仮想現実(VR)の世界市場規模:用途別(拡張現実(AR)、仮想現実(VR))
・拡張現実(AR)・仮想現実(VR)の世界市場規模:地域別
・競争状況
・企業情報

“The augmented reality (AR) market is projected to grow from USD 15.3 billion in 2020 to USD 77.0 billion by 2025; it is expected to grow at a CAGR of 38.1% from 2020 to 2025.”
The increasing demand for AR devices and applications in healthcare, rising investments in AR market, and growing demand for AR in retail and e-commerce sectors due to COVID-19 are the key factors driving the AR market growth. The virtual reality (VR) market is projected to grow from USD 6.1 billion in 2020 to USD 20.9 billion by 2025; it is expected to grow at a CAGR of 27.9% from 2020 to 2025. The availability of affordable VR devices, growing adoption of HMDs in different industries, advancement of technologies and growing digitization, penetration of HMDs in gaming and entertainment sectors after COVID-19, and high investments in VR market are the key factors driving the VR market growth. Security and privacy issues associated with AR and VR, and health issues associated with excessive usage of AR and VR are some of the major restraints.

“Consumer application is expected to maintain its market dominance during forecast period for augmented reality.”
The consumer application is expected to hold the largest share of the AR market in 2020; it is also expected to dominate the market during the forecast period. The consumer sector includes gaming and entertainment applications, in which AR is used in games for creating 3D visual objects in the real world. The high growth of the gaming and sports & entertainment sector boosts the growth of the AR market for the consumer application.

“Enterprise application is expected to grow at the highest CAGR during forecast period in virtual reality.”
VR is used in the industrial vertical mainly for the training of personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. HMDs are used in industrial applications for designing, training, and simulation. Through HMDs, industrial users can be trained quickly and effectively, as they can learn real-life practices through the fully immersive and interactive virtual world. The use of HMDs is expected to grow in several areas of the industrial vertical in the coming years.

“North America holds a significant share of the market in 2020.”
Key players in the AR & VR market, such as Google (US), PTC (US), Microsoft (US), Oculus (US), and Apple (US), are based in North America, which is the key factor contributing to the growth of the AR & VR market in the region. The growing use of smartphones, increasing adoption of smart electronic devices, and surging demand for AR & VR technology in healthcare applications are the major factors boosting the North American AR & VR market’s growth.
APAC is expected to lead the AR & VR market by 2025 due to the high demand for AR & VR devices in the region and the emergence of local manufacturers in China providing these devices at a low cost. Market players based in APAC are likely to grow through the growing use of HMDs in the healthcare and enterprise sectors.

In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews have been conducted with key industry experts in the augmented reality and virtual reality marketspace.

The break-up of primary participants for the report has been shown below:
• By Company Type: Tier 1 – 15%, Tier 2 – 50%, and Tier 3 – 35%
• By Designation: C-level Executives – 45%, Directors – 35%, and Others – 20%
• By Region: North America –45%, APAC– 35%, Europe – 12%, and RoW – 8%

The report profiles key players in the augmented reality and virtual reality market with their respective market ranking analysis. Prominent players profiled in this report are Google (US), Sony (Japan), Samsung Electronics (South Korea), Microsoft (US), HTC (Taiwan), Oculus (US), PTC (US), Seiko Epson (Japan), Lenovo (China), Wikitude (Austria), Magic Leap (US), Blippar (UK), Upskill (US), MAXST (South Korea), EON Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), and Sixense Enterprises (US). Apart from these, Nintendo (Japan), Psious (Spain), Marxent Labs (US), Inglobe Technologies (Italy), Meta Company (US), Niantic (US), Augment (France), Mindmaze (Switzerland), Firsthand Technology (US), Worldviz (US), Virtuix (US), Survios (US), Intel (US), RealWear (US), Merge Labs (US), SpaceVR (US), Virtually Live (Switzerland), Xiaomi (China), Panasonic (Japan), Dynabook Americas (US), Optinvent (France), WayRay (Switzerland), Scope AR (US), Continental (Germany), Visteon (US), Talespin (US), Craftars (Romania), Scanta (US), Appentus Technologies (India), and BIDON Games Studio (Ukraine) have also been profiled.

Research Coverage:
This research report categorizes the augmented reality and virtual reality market on the basis of technology, offering, device type, application, and geography. The report describes the major drivers, restraints, challenges, and opportunities pertaining to the augmented reality and virtual reality market and forecasts the same till 2025 (including analysis of COVID-19 impact on the market). Apart from these, the report also consists of leadership mapping and analysis of all the companies included in the augmented reality and virtual reality ecosystem.

Key Benefits of Buying the Report:
The report would help leaders/new entrants in this market in the following ways:
1. This report segments the augmented reality and virtual reality market comprehensively and provides the closest market size projection for all subsegments across different regions.
2. The report helps stakeholders understand the pulse of the market and provides them with information on key drivers, restraints, challenges, and opportunities for market growth.
3. This report would help stakeholders understand their competitors better and gain more insights to improve their position in the business. The competitive landscape section includes competitor ecosystem, product developments and launches, partnerships, and mergers and acquisitions.
4. The analysis of the top 25 companies, based on the strength of the market rank as well as the product footprint will help stakeholders visualize the market positioning of these key players.
5. Patent analysis and technological trends that will shape the market in the coming years have also been covered in this report.

【レポートの目次】

1 INTRODUCTION 41
1.1 STUDY OBJECTIVES 41
1.2 MARKET DEFINITION AND SCOPE 41
1.3 INCLUSIONS AND EXCLUSIONS 42
1.4 STUDY SCOPE 43
1.4.1 MARKETS COVERED 43
FIGURE 1 MARKET SEGMENTATION 43
FIGURE 2 MARKET SEGMENTATION 44
1.4.2 YEARS CONSIDERED 44
1.5 CURRENCY 45
1.6 PACKAGE SIZE 45
1.7 STAKEHOLDERS 45
1.8 SUMMARY OF CHANGES DONE 45
2 RESEARCH METHODOLOGY 46
2.1 RESEARCH DATA 46
FIGURE 3 AR AND VR MARKET: PROCESS FLOW OF MARKET SIZE ESTIMATION 46
FIGURE 4 AR MARKET: RESEARCH DESIGN 47
FIGURE 5 VR MARKET: RESEARCH DESIGN 48
2.1.1 SECONDARY DATA 48
2.1.1.1 Key data from secondary sources 49
2.1.2 PRIMARY DATA 49
2.1.2.1 Breakdown of primaries 50
2.1.2.2 Key industry insights 51
2.2 MARKET SIZE ESTIMATION 51
FIGURE 6 AR & VR MARKET: RESEARCH METHODOLOGY 52
FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY 52
2.2.1 BOTTOM-UP APPROACH 53
2.2.1.1 Approach for capturing market share by bottom-up analysis
(demand side) 53
FIGURE 8 AR & VR MARKET: BOTTOM-UP APPROACH 54
FIGURE 9 MARKET SIZE CALCULATION BY BOTTOM-UP APPROACH 54
2.2.2 TOP-DOWN APPROACH 55
2.2.2.1 Approach for capturing market share by top-down analysis
(supply side) 55
FIGURE 10 AR & VR MARKET: TOP-DOWN APPROACH 56
FIGURE 11 MARKET SIZE CALCULATION BY TOP-DOWN APPROACH 56

2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 57
FIGURE 12 DATA TRIANGULATION 57
2.4 RESEARCH ASSUMPTIONS 58
FIGURE 13 ASSUMPTIONS OF THE RESEARCH STUDY 58
3 EXECUTIVE SUMMARY 59
FIGURE 14 AUGMENTED REALITY MARKET, 2016–2025 (USD MILLION) 60
FIGURE 15 VIRTUAL REALITY MARKET, 2016–2025 (USD MILLION) 61
FIGURE 16 HEAD-MOUNTED DISPLAYS TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2020 61
FIGURE 17 CONSUMER APPLICATION TO LEAD VIRTUAL REALITY MARKET FROM
2020 TO 2025 62
FIGURE 18 NORTH AMERICA TO LEAD THE AUGMENTED REALITY MARKET IN 2020 63
3.1 COVID-19 IMPACT ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET 64
FIGURE 19 COVID-19 IMPACT ON AUGMENTED REALITY MARKET 64
FIGURE 20 COVID-19 IMPACT ON VIRTUAL REALITY MARKET 64
3.1.1 REALISTIC SCENARIO (POST-COVID-19) 65
3.1.2 OPTIMISTIC SCENARIO (POST-COVID-19) 65
3.1.3 PESSIMISTIC SCENARIO (POST-COVID-19) 65
4 PREMIUM INSIGHTS 66
4.1 ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET 66
FIGURE 21 GROWING DEMAND FOR AR IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 66
4.2 ATTRACTIVE MARKET OPPORTUNITIES IN VIRTUAL REALITY MARKET 66
FIGURE 22 GROWING USE IN CONSUMER APPLICATIONS OF VIRTUAL REALITY TO DRIVE MARKET GROWTH DURING FORECAST PERIOD 66
4.3 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION AND COUNTRY 67
FIGURE 23 CONSUMER APPLICATION AND CHINA TO HOLD LARGEST SHARE OF VIRTUAL REALITY MARKET IN APAC BY 2025 67
4.4 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS,
2020 AND 2025 (USD MILLION) 67
FIGURE 24 US TO LEAD VR MARKET BY 2025 67
4.5 VIRTUAL REALITY MARKET, BY COUNTRY 68
FIGURE 25 VIRTUAL REALITY MARKET TO GROW AT HIGHEST CAGR IN CHINA DURING FORECAST PERIOD 68
4.6 AUGMENTED REALITY MARKET, BY REGION 68
FIGURE 26 MARKET IN APAC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 68
5 MARKET OVERVIEW 69
5.1 INTRODUCTION 69
5.2 HISTORY AND EVOLUTION OF AR & VR TECHNOLOGY 69
FIGURE 27 EVOLUTION OF AR AND VR TECHNOLOGIES 69
5.3 MARKET DYNAMICS: AR MARKET 70
FIGURE 28 DEMAND FOR AR APPLICATIONS IN HEALTHCARE AND RETAIL SECTORS TO DRIVE MARKET GROWTH 70
5.3.1 DRIVERS 70
5.3.1.1 Increasing demand for AR devices and applications in healthcare 71
5.3.1.2 Growing demand for AR in retail and e-commerce sectors due to COVID-19 71
FIGURE 29 ADOPTION OF AR IN RETAIL BY ESTABLISHMENTS 72
5.3.1.3 Rising investments in AR market 73
5.3.2 RESTRAINTS 73
5.3.2.1 Security and privacy issues associated with AR 73
5.3.2.2 Health issues associated with excessive usage of AR 74
5.3.3 OPPORTUNITIES 74
5.3.3.1 Partnerships between telecom players and AR manufacturers to reduce latency to imperceptible levels 74
5.3.3.2 Rise in demand for AR in architecture 75
5.3.3.3 Opportunities in enterprise applications 75
5.3.3.4 High growth of travel & tourism industry 76
5.3.4 CHALLENGES 76
5.3.4.1 Display latency and limited field of view 76
5.3.4.2 Overcoming social challenges to increase adoption rate 77
5.3.4.3 Reconfiguration of applications for different platforms 77
5.4 MARKET DYNAMICS: VR MARKET 77
FIGURE 30 HIGH DEMAND FOR VR APPLICATIONS IN GAMING AND ENTERTAINMENT SECTORS TO DRIVE MARKET GROWTH 77
5.4.1 DRIVERS 78
5.4.1.1 Penetration of HMDs in gaming and entertainment sectors after COVID-19 78
5.4.1.2 High investments in VR market 78
5.4.1.3 Advancement of technologies and growing digitization 79
5.4.1.4 Availability of affordable VR devices 79
5.4.1.5 Growing adoption of HMDs in different industries 79
5.4.2 RESTRAINTS 80
5.4.2.1 Display latency and energy consumption affect overall performance of VR devices 80
5.4.2.2 Health concerns relating to low resolution and lack of movement 80
5.4.2.3 Trade restrictions between US and China 81
5.4.3 OPPORTUNITIES 81
5.4.3.1 Penetration of HMDs in healthcare and architectural applications 81
5.4.3.2 Use of VR in aerospace & defense for training and simulation 82
5.4.3.3 Increasing demand for VR HMDs in healthcare due to COVID-19 82
5.4.4 CHALLENGES 82
5.4.4.1 Developing user-friendly VR systems 82
5.4.4.2 Adverse impact of lockdowns due to COVID-19 on commercial trade 83

5.5 PRICING ANALYSIS 83
TABLE 1 HOURLY RATES OF DEVELOPERS IN DIFFERENT REGIONS 83
TABLE 2 AVERAGE PRICING FOR AR & VR HMD 84
TABLE 3 COMPARISON OF SDK PRICING 84
5.6 AR & VR MARKET: CASE STUDIES 84
5.6.1 L&T PARTNERED WITH INGAGE TECHNOLOGY TO TRAIN WORKERS 84
5.6.2 MOBIDEV CREATED AR APP TO INCREASE CUSTOMER ENGAGEMENT 84
5.6.3 RUFFLES COULD INCREASE SALES WITH AR GAME—AMIGO 85
5.7 REGULATORY LANDSCAPE 85
5.8 PATENT ANALYSIS 86
FIGURE 31 AR AND VR PATENT FILINGS 86
5.9 IMPACT OF COVID-19 ON AR & VR MARKET 86
6 INDUSTRY TRENDS 87
6.1 INTRODUCTION 87
6.2 SUPPLY CHAIN ANALYSIS 87
FIGURE 32 AR & VR SUPPLY CHAIN ANALYSIS (2019): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES 87
6.2.1 AR-VR ECOSYSTEM 88
FIGURE 33 ELEMENTS OF AR ECOSYSTEM 88
FIGURE 34 AR & VR SOFTWARE MARKET SUPPLY CHAIN ANALYSIS (2019): MAJOR VALUE ADDED THROUGH PRIMARY ACTIVITIES 89
6.3 INDUSTRY TRENDS 90
6.3.1 HIGH ADOPTION OF AR SMART GLASSES TO IMPROVE WORK EFFICIENCY 90
6.3.2 INCREASED DEMAND FOR AR FOR RUGGED DISPLAY APPLICATIONS 90
6.3.3 MICRODISPLAYS FOR VR 90
6.3.3.1 LOMID project 91
6.3.3.2 Kopin’s microdisplay for VR HMD 91
6.4 AR TECHNOLOGIES 91
6.4.1 MOBILE AUGMENTED REALITY (MAR) 91
6.4.2 MONITOR-BASED TECHNOLOGY 92
6.4.3 NEAR-EYE-BASED TECHNOLOGY 92
6.5 WEB AR 93
TABLE 4 USE CASE FOR WEB AR 93
7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 94
7.1 INTRODUCTION 95
7.2 AUGMENTED REALITY TECHNOLOGY 95
TABLE 5 COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AR 95
7.2.1 MARKER-BASED AUGMENTED REALITY 95
7.2.1.1 Passive market 96
7.2.1.1.1 Passive markers are more widely used type of marker-based AR 96
7.2.1.2 Active marker 96
7.2.1.2.1 Active markers use LED to track objects 96
7.2.2 MARKERLESS AUGMENTED REALITY 96
7.2.2.1 Model-based tracking 96
7.2.2.1.1 Model-based tracking depends on camera movements 96
7.2.2.2 Image processing-based tracking 97
7.2.2.2.1 Image processing-based tracking requires optical scanners or cameras for processing images 97
7.2.3 ANCHOR-BASED AUGMENTED REALITY 97
7.2.3.1 Anchor-based AR is used to overlay virtual images in real space 97
7.3 VIRTUAL REALITY TECHNOLOGY 97
FIGURE 35 SEMI- AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET DURING FORECAST PERIOD 97
TABLE 6 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2016–2019 (USD MILLION) 98
TABLE 7 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2020–2025 (USD MILLION) 98
7.3.1 NON-IMMERSIVE TECHNOLOGY 98
7.3.1.1 Use of non-immersive technology in VR software development set to drive the market 98
TABLE 8 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY,
BY OFFERING, 2016–2019 (USD MILLION) 99
TABLE 9 VIRTUAL REALITY MARKET FOR NON-IMMERSIVE TECHNOLOGY,
BY OFFERING, 2020–2025 (USD MILLION) 99
7.3.2 SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY 99
7.3.2.1 Fully immersive technology would be driven by demand for VR HMDs 99
TABLE 10 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2016–2019 (USD MILLION) 100
TABLE 11 VIRTUAL REALITY MARKET FOR SEMI- AND FULLY IMMERSIVE TECHNOLOGIES, BY OFFERING, 2020–2025 (USD MILLION) 100
8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING 101
8.1 INTRODUCTION 102
FIGURE 36 AUGMENTED REALITY MARKET FOR HARDWARE EXPECTED TO GROW AT A HIGHER CAGR THAN SOFTWARE DURING FORECAST PERIOD 102
TABLE 12 AUGMENTED REALITY MARKET, BY OFFERING, 2016–2019 (USD MILLION) 102
TABLE 13 AUGMENTED REALITY MARKET, BY OFFERING, 2020–2025 (USD MILLION) 102
8.2 HARDWARE 103
FIGURE 37 DISPLAYS & PROJECTORS TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 103
TABLE 14 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT,
2016–2019 (USD MILLION) 103
TABLE 15 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT,
2020–2025 (USD MILLION) 104
FIGURE 38 VIRTUAL REALITY MARKET FOR HARDWARE TO REGISTER HIGHER CAGR DURING FORECAST PERIOD 104
TABLE 16 VIRTUAL REALITY MARKET, BY OFFERING, 2016–2019 (USD MILLION) 105
TABLE 17 VIRTUAL REALITY MARKET, BY OFFERING, 2020–2025 (USD MILLION) 105
FIGURE 39 VIRTUAL REALITY MARKET FOR DISPLAYS AND PROJECTORS TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 105
TABLE 18 VIRTUAL REALITY MARKET, BY HARDWARE, 2016–2019 (USD MILLION) 106
TABLE 19 VIRTUAL REALITY MARKET, HARDWARE, 2020–2025 (USD MILLION) 106
8.2.1 SENSORS 106
8.2.1.1 Sensors are widely used in AR & VR devices for detecting motion, velocity, magnetic field, and object presence 106
8.2.1.1.1 Accelerometers 106
8.2.1.1.2 Gyroscopes 107
8.2.1.1.3 Magnetometers 107
8.2.1.1.4 Proximity sensors 107
8.2.2 SEMICONDUCTOR COMPONENTS 107
8.2.2.1 Controller is the most important component of AR and VR devices 107
8.2.2.1.1 Controllers and processors 107
8.2.2.1.2 Integrated circuits 108
8.2.3 DISPLAYS AND PROJECTORS 108
8.2.3.1 Displays & projectors hold the major share of AR and VR market 108
8.2.4 POSITION TRACKERS 108
8.2.4.1 Position trackers are used to maintain accuracy in AR and VR devices 108
8.2.5 CAMERAS 108
8.2.5.1 Cameras are crucial components to measure depth and amplitude of objects 108
8.2.6 OTHERS 109
8.2.6.1 Other components include computers/video generators and combiners 109
8.2.7 IMPACT OF COVID-19 ON HARDWARE MARKET 109
8.3 SOFTWARE 109
8.3.1 SDK’S WILL PLAY CRUCIAL ROLE IN AR & VR SOFTWARE MARKET 109
8.3.1.1 Software development kits 109
8.3.1.2 Cloud-based services 110
FIGURE 40 CONSUMER APPLICATION EXPECTED TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FOR SOFTWARE DURING FORECAST PERIOD 110
TABLE 20 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION,
2016–2019 (USD MILLION) 111
TABLE 21 AUGMENTED REALITY MARKET FOR SOFTWARE, BY APPLICATION,
2020–2025 (USD MILLION) 111
FIGURE 41 VIRTUAL REALITY SOFTWARE MARKET FOR COMMERCIAL APPLICATION TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 112
TABLE 22 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION,
2016–2019 (USD MILLION) 112
TABLE 23 VIRTUAL REALITY MARKET FOR SOFTWARE, BY APPLICATION,
2020–2025 (USD MILLION) 112
8.3.2 IMPACT OF COVID-19 ON SOFTWARE MARKET 113
8.3.3 AUGMENTED REALITY SOFTWARE FUNCTIONS 113
8.3.3.1 Workflow optimization and remote collaboration are the most trending AR solutions 113
8.3.3.1.1 Remote collaboration 113
8.3.3.1.2 Workflow optimization 113
8.3.3.1.3 Documentation 113
8.3.3.1.4 Visualization 114
8.3.3.1.5 3D modeling 114
8.3.3.1.6 Navigation 114
8.4 VIRTUAL REALITY CONTENT CREATION 114
8.4.1 VR CONTENT CREATION IS THE KEY TO STRENGTHEN VR TECHNOLOGY AND GROWTH OF VR HARDWARE DEVICES 114
9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 116
9.1 INTRODUCTION 117
9.2 AUGMENTED REALITY DEVICES 117
FIGURE 42 AUGMENTED REALITY MARKET FOR HEAD-MOUNTED DISPLAYS TO GROW AT A HIGHER CAGR DURING FORECAST PERIOD 117
TABLE 24 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2016–2019 (USD MILLION) 117
TABLE 25 AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2020–2025 (USD MILLION) 117
FIGURE 43 HEAD-MOUNTED DISPLAYS EXPECTED TO LEAD AUGMENTED REALITY MARKET IN TERMS OF SHIPMENT DURING FORECAST PERIOD 118
TABLE 26 AUGMENTED REALITY MARKET, BY DEVICE TYPE,
2016–2019 (THOUSAND UNITS) 118
TABLE 27 AUGMENTED REALITY MARKET, BY DEVICE TYPE,
2020–2025 (THOUSAND UNITS) 118
9.2.1 HEAD-MOUNTED DISPLAYS 119
TABLE 28 AUGMENTED REALITY MARKET FOR HMDS, BY APPLICATION,
2016–2019 (USD MILLION) 119
TABLE 29 AUGMENTED REALITY MARKET FOR HMDS, BY APPLICATION,
2020–2025 (USD MILLION) 120
9.2.1.1 Augmented Reality smart glasses 120
9.2.1.1.1 AR smart glasses are widely adopted across companies to improve work efficiency 120
9.2.1.2 Smart helmets 121
9.2.1.2.1 Smart helmets are widely adopted in construction sector to optimize workflow 121
9.2.2 HEAD-UP DISPLAYS 121
9.2.2.1 Head-up display devices are anticipated to commercialize in 2020 121
TABLE 30 AUGMENTED REALITY HUDS MARKET, BY APPLICATION,
2016–2019 (USD MILLION) 122
TABLE 31 AUGMENTED REALITY HUDS MARKET, BY APPLICATION,
2020–2025 (USD MILLION) 122
9.2.3 COVID-19 IMPACT ON AR DEVICE TYPES 123
FIGURE 44 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR AR HMD MARKET 123
FIGURE 45 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR AR HUD MARKET 123

9.3 VIRTUAL REALITY DEVICES 124
FIGURE 46 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 124
TABLE 32 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2016–2019 (USD MILLION) 124
TABLE 33 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2025 (USD MILLION) 124
FIGURE 47 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO EXHIBIT HIGHEST CAGR DURING FORECAST PERIOD IN TERMS OF SHIPMENT 125
TABLE 34 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2016–2019 (THOUSAND UNITS) 125
TABLE 35 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2020–2025 (THOUSAND UNITS) 125
9.3.1 HEAD-MOUNTED DISPLAYS 126
9.3.1.1 Use of HMDs in gaming and entertainment is the major driver for growth of VR hardware devices 126
9.4 IMPACT OF COVID-19 ON DEVICE TYPES 126
TABLE 36 VIRTUAL REALITY HMDS MARKET, BY APPLICATION,
2016–2019 (USD MILLION) 127
TABLE 37 VIRTUAL REALITY HMDS MARKET, BY APPLICATION,
2020–2025 (USD MILLION) 127
9.4.1 COVID-19 IMPACT ON VIRTUAL REALITY HMDS MARKET 128
9.4.2 GESTURE-TRACKING DEVICES 128
9.4.2.1 Gesture-tracking devices to play a crucial role in healthcare and gaming applications 128
9.4.2.1.1 Data gloves 128
9.4.2.1.2 Others 128
TABLE 38 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2016–2019 (USD MILLION) 129
TABLE 39 VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES,
BY APPLICATION, 2020–2025 (USD MILLION) 129
9.4.2.2 Impact of COVID-19 on gesture-tracking devices market 129
9.4.3 PROJECTORS & DISPLAY WALLS 130
9.4.3.1 Projectors and display walls are new growth avenues in VR hardware market 130
TABLE 40 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2016–2019 (USD MILLION) 130
TABLE 41 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS,
BY APPLICATION, 2020–2025 (USD MILLION) 130
10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION 132
10.1 INTRODUCTION 133
FIGURE 48 AUGMENTED REALITY MARKET, BY APPLICATION 133
FIGURE 49 CONSUMER APPLICATION TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET DURING FORECAST PERIOD 133
TABLE 42 AUGMENTED REALITY MARKET, BY APPLICATION, 2016–2019 (USD MILLION) 134
TABLE 43 AUGMENTED REALITY MARKET, BY APPLICATION, 2020–2025 (USD MILLION) 134

10.2 APPLICATIONS OF AUGMENTED REALITY 135
10.2.1 CONSUMER 135
TABLE 44 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 135
TABLE 45 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 135
TABLE 46 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2016–2019 (USD MILLION) 135
TABLE 47 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2020–2025 (USD MILLION) 136
TABLE 48 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 136
TABLE 49 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 136
TABLE 50 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 137
TABLE 51 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 137
TABLE 52 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 137
TABLE 53 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 138
TABLE 54 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 138
TABLE 55 AUGMENTED REALITY MARKET FOR CONSUMER APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 138
10.2.1.1 Gaming 139
10.2.1.1.1 Augmented reality enhances interactivity in gaming and provides a more immersive experience to gamers 139
10.2.1.2 Sports & entertainment 139
10.2.1.2.1 Entertainment applications 139
10.2.1.2.1.1 Museums (archaeology) 139
10.2.1.2.1.2 Augmented reality enhances the viewing experience of visitors in archeological monuments and museums 139
10.2.1.2.1.3 Theme parks 140
10.2.1.2.1.4 Augmented reality enhances interactivity of theme parks 140
10.2.1.2.1.5 Art galleries and exhibitions 140
10.2.1.2.1.6 Augmented reality enhances artistic visualization and provides an immersive experience to visitors 140
TABLE 56 USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATION 140
10.2.2 COMMERCIAL 141
TABLE 57 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 141
TABLE 58 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 141
TABLE 59 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2016–2019 (USD MILLION) 141
TABLE 60 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2020–2025 (USD MILLION) 142
TABLE 61 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 142
TABLE 62 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 142
TABLE 63 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 143
TABLE 64 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 143
TABLE 65 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 143
TABLE 66 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 144
TABLE 67 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 144
TABLE 68 AUGMENTED REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 144
10.2.2.1 Retail & e-commerce 145
10.2.2.1.1 Jewelry 145
10.2.2.1.1.1 Augmented reality enables consumers to try before they buy and improves consumer buying experience 145
10.2.2.1.2 Beauty and cosmetics 145
10.2.2.1.2.1 Virtual testing of cosmetic products is the key driver for augmented reality market in beauty and cosmetics 145
10.2.2.1.3 Apparel fitting 146
10.2.2.1.3.1 Virtual trial rooms are gaining consumer attention 146
10.2.2.1.4 Grocery shopping 146
10.2.2.1.4.1 Augmented reality provides personalized product tips in grocery application 146
10.2.2.1.5 Footwear 146
10.2.2.1.5.1 Virtual try before you buy feature drives growth of augmented reality market in footwear 146
10.2.2.1.6 Furniture & lighting design 146
10.2.2.1.6.1 Reduced product exchange rate through augmented reality drives the growth of augmented reality market in furniture & lighting design 146
10.2.2.2 Travel & Tourism 146
10.2.2.2.1 Augmented reality plays a crucial role in enhancing traveling experience 146
10.2.2.3 E-learning 147
10.2.2.3.1 Augmented reality increases student’s interaction and enhances learning experience 147
TABLE 69 USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATION 147
10.2.3 ENTERPRISE (MANUFACTURING) 148
10.2.3.1 Augmented reality aids enterprises in providing better training by visualizing content 148
TABLE 70 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 148
TABLE 71 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 148
TABLE 72 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2016–2019 (USD MILLION) 149
TABLE 73 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2020–2025 (USD MILLION) 149
TABLE 74 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 149
TABLE 75 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 150
TABLE 76 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 150
TABLE 77 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 150
TABLE 78 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 151
TABLE 79 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 151
TABLE 80 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 151
TABLE 81 AUGMENTED REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 151
TABLE 82 USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATION 152
10.2.4 HEALTHCARE 152
TABLE 83 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 153
TABLE 84 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 153
TABLE 85 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2016–2019 (USD MILLION) 153
TABLE 86 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2020–2025 (USD MILLION) 153
TABLE 87 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 154
TABLE 88 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 154
TABLE 89 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 154
TABLE 90 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 155
TABLE 91 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 155
TABLE 92 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 155
TABLE 93 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 155
TABLE 94 AUGMENTED REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 156
10.2.4.1 Surgery 156
10.2.4.1.1 Augmented healthcare apps can help save lives and treat patients seamlessly irrespective of severity of issues 156
10.2.4.2 Fitness management 156
10.2.4.2.1 Augmented reality adds interactivity and fun to workouts 156
10.2.4.3 Patient care management 157
10.2.4.3.1 Remote consulting feature drives growth of augmented reality for patient care management 157
10.2.4.4 Pharmacy management 157
10.2.4.4.1 Requirement of better scheduling flow of medicines drives growth of augmented reality in pharmacy management 157
10.2.4.5 Medical training and education 157
10.2.4.5.1 Augmented reality enriches learning experience and amplifies interactivity 157
10.2.4.6 Others 157
10.2.4.6.1 AR helps radiologists to perceive 3D image data more precisely for interventional and diagnostic radiology 157
TABLE 95 USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATION 158
10.2.5 AEROSPACE & DEFENSE 158
10.2.5.1 AR is being used to gain competitive advantage over enemies 158
TABLE 96 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 159
TABLE 97 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 159
TABLE 98 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2016–2019 (USD MILLION) 159
TABLE 99 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2020–2025 (USD MILLION) 159
TABLE 100 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 160
TABLE 101 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 160
TABLE 102 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 160
TABLE 103 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 161
TABLE 104 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2016–2019 (USD MILLION) 161
TABLE 105 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2020–2025 (USD MILLION) 161
TABLE 106 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2016–2019 (USD MILLION) 161
TABLE 107 AUGMENTED REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2020–2025 (USD MILLION) 162
TABLE 108 USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATION 162
10.2.6 ENERGY 163
10.2.6.1 Growing need to improve safety in oil & gas sector drives augmented reality market in energy 163
TABLE 109 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 163
TABLE 110 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 163
TABLE 111 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2016–2019 (USD MILLION) 164
TABLE 112 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION, BY REGION, 2020–2025 (USD MILLION) 164
TABLE 113 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 164
TABLE 114 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 165
TABLE 115 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 165
TABLE 116 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 165
TABLE 117 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN APAC,
BY COUNTRY 2016–2019 (USD MILLION) 165
TABLE 118 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN APAC,
BY COUNTRY 2020–2025 (USD MILLION) 166
TABLE 119 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 166
TABLE 120 AUGMENTED REALITY MARKET FOR ENERGY APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 166
TABLE 121 USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATION 167

10.2.7 AUTOMOTIVE 167
10.2.7.1 Emergence of ADAS drives demand for AR-based HUD technology 167
TABLE 122 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 168
TABLE 123 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 168
TABLE 124 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2016–2019 (USD MILLION) 168
TABLE 125 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION, BY REGION, 2020–2025 (USD MILLION) 169
TABLE 126 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 169
TABLE 127 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 169
TABLE 128 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 170
TABLE 129 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 170
TABLE 130 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 170
TABLE 131 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 171
TABLE 132 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 171
TABLE 133 AUGMENTED REALITY MARKET FOR AUTOMOTIVE APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 171
TABLE 134 USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATION 172
10.2.8 OTHERS 172
TABLE 135 AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 172
TABLE 136 AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 172
TABLE 137 AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY REGION,
2016–2019 (USD MILLION) 173
TABLE 138 AUGMENTED REALITY MARKET FOR OTHER APPLICATION, BY REGION,
2020–2025 (USD MILLION) 173
TABLE 139 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 173
TABLE 140 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 173
TABLE 141 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 174
TABLE 142 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 174
TABLE 143 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 174
TABLE 144 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 175
TABLE 145 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW,
BY REGION, 2016–2019 (USD MILLION) 175
TABLE 146 AUGMENTED REALITY MARKET FOR OTHER APPLICATIONS IN ROW,
BY REGION, 2020–2025 (USD MILLION) 175
10.2.8.1 Agriculture 176
10.2.8.1.1 Augmented reality assists farmers in implementing new techniques with a better learning experience 176
10.2.8.2 Construction 176
10.2.8.2.1 3D models required for construction projects can be better illustrated with augmented reality 176
10.2.8.3 Transportation & logistics 176
10.2.8.3.1 AR technology is widely adopted in transportation & logistics sector to document trading activities 176
10.2.8.4 Public safety 177
10.2.8.4.1 Augmented reality-based 3D maps aid police personnel to enhance public safety 177
10.2.8.5 Telecom/IT data centers 177
10.2.8.5.1 Requirement of advanced network infrastructure in telecom/IT data centers would help drive AR software market for this vertical 177
TABLE 147 USE CASES OF AUGMENTED REALITY IN OTHER APPLICATIONS 177
10.3 VIRTUAL REALITY APPLICATIONS 179
FIGURE 50 VR MARKET FOR HEALTHCARE TO REGISTER HIGHEST CAGR BETWEEN
2020 AND 2025 179
TABLE 148 VIRTUAL REALITY MARKET, BY APPLICATION, 2016–2019 (USD MILLION) 179
TABLE 149 VIRTUAL REALITY MARKET, BY APPLICATION, 2020–2025 (USD MILLION) 180
10.3.1 CONSUMER 180
10.3.1.1 Gaming and entertainment applications are major drivers for VR market growth 180
TABLE 150 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 181
TABLE 151 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 181
TABLE 152 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2016–2019 (USD MILLION) 181
TABLE 153 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION, 2020–2025 (USD MILLION) 182
TABLE 154 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 182
TABLE 155 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 182
TABLE 156 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 183
TABLE 157 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 183
TABLE 158 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 184
TABLE 159 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 184
TABLE 160 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 184
TABLE 161 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 185
10.3.1.1.1 Gaming and entertainment 185
10.3.1.1.2 Sports 185
10.3.1.2 Use cases of virtual reality in consumer application 186
10.3.2 COMMERCIAL 186
10.3.2.1 Retail and e-commerce to drive commercial application in VR market 186
TABLE 162 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 186
TABLE 163 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 187
TABLE 164 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2016–2019 (USD MILLION) 187
TABLE 165 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION, 2020–2025 (USD MILLION) 187
TABLE 166 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 188
TABLE 167 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 188
TABLE 168 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 188
TABLE 169 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 189
TABLE 170 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 189
TABLE 171 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 189
TABLE 172 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 190
TABLE 173 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 190
10.3.2.1.1 Retail & e-commerce 190
10.3.2.1.2 Education and training 191
10.3.2.1.3 Travel and tourism 191
10.3.2.1.4 Advertising 191
10.3.2.2 Use cases of virtual reality in commercial application 192
10.3.3 ENTERPRISE (MANUFACTURING) 192
10.3.3.1 Increased use of VR technology and devices in industrial facilities to drive enterprise application in VR market 192
TABLE 174 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 192
TABLE 175 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 193
TABLE 176 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2016–2019 (USD MILLION) 193
TABLE 177 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION, BY REGION, 2020–2025 (USD MILLION) 193
TABLE 178 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 194
TABLE 179 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 194
TABLE 180 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 194
TABLE 181 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 195
TABLE 182 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 195
TABLE 183 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 195
TABLE 184 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 196
TABLE 185 VIRTUAL REALITY MARKET FOR ENTERPRISE APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 196
10.3.3.2 Use cases of virtual reality in enterprise (manufacturing) 196

10.3.4 HEALTHCARE 196
10.3.4.1 Patient care management and medical training & education are major applications driving growth of VR in healthcare 196
TABLE 186 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2016–2019 (USD MILLION) 197
TABLE 187 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY DEVICE TYPE, 2020–2025 (USD MILLION) 197
TABLE 188 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2016–2019 (USD MILLION) 198
TABLE 189 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION, BY REGION, 2020–2025 (USD MILLION) 198
TABLE 190 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 198
TABLE 191 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2020–2025 (USD MILLION) 199
TABLE 192 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 199
TABLE 193 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 199
TABLE 194 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN APAC,
BY COUNTRY, 2016–2019 (USD MILLION) 200
TABLE 195 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN APAC,
BY COUNTRY, 2020–2025 (USD MILLION) 200
TABLE 196 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW,
BY REGION, 2016–2019 (USD MILLION) 200
TABLE 197 VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATION IN ROW,
BY REGION, 2020–2025 (USD MILLION) 200
10.3.4.1.1 Surgery 201
10.3.4.1.2 Patient care management 201
10.3.4.1.3 Fitness management 201
10.3.4.1.4 Pharmacy management 201
10.3.4.1.5 Medical training and education 201
10.3.4.2 Use cases of virtual reality in healthcare 201
10.3.5 AEROSPACE & DEFENSE 202
10.3.5.1 Simulation training to be a major growth factor of VR in aerospace & defense 202
TABLE 198 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
BY DEVICE TYPE, 2016–2019 (USD MILLION) 202
TABLE 199 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
BY DEVICE TYPE, 2020–2025 (USD MILLION) 203
TABLE 200 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
BY REGION, 2016–2019 (USD MILLION) 203
TABLE 201 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
BY REGION, 2020–2025 (USD MILLION) 203
TABLE 202 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2016–2019 (USD MILLION) 204
TABLE 203 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
BY COUNTRY, 2020–2025 (USD MILLION) 204
TABLE 204 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2016–2019 (USD MILLION) 204
TABLE 205 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 205
TABLE 206 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2016–2019 (USD MILLION) 205
TABLE 207 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC, BY COUNTRY, 2020–2025 (USD MILLION) 205
TABLE 208 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2016–2019 (USD MILLION) 206
TABLE 209 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW, BY REGION, 2020–2025 (USD MILLION) 206
10.3.5.2 Use cases of virtual reality in aerospace & defense 206
10.3.6 OTHERS 206
TABLE 210 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2016–2019 (USD MILLION) 206
TABLE 211 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY DEVICE TYPE, 2020–2025 (USD MILLION) 207
TABLE 212 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2016–2019 (USD MILLION) 207
TABLE 213 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
2020–2025 (USD MILLION) 207
TABLE 214 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2016–2019 (USD MILLION) 208
TABLE 215 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
BY COUNTRY, 2020–2025 (USD MILLION) 208
TABLE 216 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2016–2019 (USD MILLION) 208
TABLE 217 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE,
BY COUNTRY, 2020–2025 (USD MILLION) 208
TABLE 218 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2016–2019 (USD MILLION) 209
TABLE 219 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2020–2025 (USD MILLION) 209
TABLE 220 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2016–2019 (USD MILLION) 209
TABLE 221 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION, 2020–2025 (USD MILLION) 210
10.3.6.1 Automotive 210
10.3.6.2 Real estate (architecture and building design) 210
10.3.6.3 Geospatial mining 210
10.3.6.4 Use cases of virtual reality in other applications 211
10.3.7 COVID-19 IMPACT ON MAJOR APPLICATIONS 211
FIGURE 51 COVID-19 IMPACT ON AR MARKET FOR CONSUMER APPLICATION 211
FIGURE 52 COVID-19 IMPACT ON AR MARKET FOR ENTERPRISE APPLICATION 211
FIGURE 53 COVID-19 IMPACT ON VR MARKET FOR CONSUMER APPLICATION 212
FIGURE 54 COVID-19 IMPACT ON VR MARKET FOR HEALTHCARE APPLICATION 212
11 GEOGRAPHICAL ANALYSIS 213
11.1 INTRODUCTION 214
FIGURE 55 GEOGRAPHIC SNAPSHOT: AUGMENTED REALITY MARKET IN APAC TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 214
FIGURE 56 GEOGRAPHIC SNAPSHOT: VIRTUAL REALITY MARKET IN APAC TO WITNESS HIGHEST GROWTH DURING FORECAST PERIOD 215
FIGURE 57 US TO HOLD LARGEST SIZE OF AUGMENTED REALITY MARKET FROM
2020 TO 2025 215
TABLE 222 AUGMENTED REALITY MARKET, BY REGION, 2016–2019 (USD MILLION) 216
TABLE 223 AUGMENTED REALITY MARKET, BY REGION, 2020–2025 (USD MILLION) 216
FIGURE 58 US TO HOLD LARGEST SIZE OF VIRTUAL REALITY MARKET FROM
2020 TO 2025 217
TABLE 224 VIRTUAL REALITY MARKET, BY REGION, 2016–2019 (USD MILLION) 217
TABLE 225 VIRTUAL REALITY MARKET, BY REGION, 2020–2025 (USD MILLION) 217
11.2 NORTH AMERICA 218
FIGURE 59 NORTH AMERICA: SNAPSHOT OF AUGMENTED REALITY MARKET 219
TABLE 226 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION,
2016–2019 (USD MILLION) 220
TABLE 227 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY APPLICATION,
2020–2025 (USD MILLION) 220
TABLE 228 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY,
2016–2019 (USD MILLION) 221
TABLE 229 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY,
2020–2025 (USD MILLION) 221
FIGURE 60 NORTH AMERICA: SNAPSHOT OF VIRTUAL REALITY MARKET 222
TABLE 230 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION,
2016–2019 (USD MILLION) 222
TABLE 231 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION,
2020–2025 (USD MILLION) 223
TABLE 232 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY,
2016–2019 (USD MILLION) 223
TABLE 233 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY,
2020–2025 (USD MILLION) 223
11.2.1 US 224
11.2.1.1 Strong presence of AR & VR companies to drive market 224
11.2.2 CANADA 224
11.2.2.1 Increasing investments in cutting-edge technologies to fuel growth 224
11.2.3 MEXICO 225
11.2.3.1 Evolving industries to drive market growth 225
11.3 EUROPE 225
FIGURE 61 EUROPE: SNAPSHOT OF AUGMENTED REALITY MARKET 226
TABLE 234 AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION,
2016–2019 (USD MILLION) 227
TABLE 235 AUGMENTED REALITY MARKET IN EUROPE, BY APPLICATION,
2020–2025 (USD MILLION) 227
TABLE 236 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY,
2016–2019 (USD MILLION) 228
TABLE 237 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY,
2020–2025 (USD MILLION) 228
FIGURE 62 EUROPE: SNAPSHOT OF VIRTUAL REALITY MARKET 229
TABLE 238 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION,
2016–2019 (USD MILLION) 229
TABLE 239 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION,
2020–2025 (USD MILLION) 230
TABLE 240 VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY,
2016–2019 (USD MILLION) 230
TABLE 241 VR MARKET IN EUROPE, BY COUNTRY, 2020–2025 (USD MILLION) 230
11.3.1 GERMANY 231
11.3.1.1 High adoption of new technologies in manufacturing to drive market 231
11.3.2 FRANCE 231
11.3.2.1 High adoption in retail to enhance market growth 231
11.3.3 UK 232
11.3.3.1 Continuous focus on digitalization likely to drive market growth 232
11.3.4 REST OF EUROPE 232
11.3.4.1 Inflow of products and technology from UK, Germany, and France to propel market growth 232
11.4 APAC 232
FIGURE 63 APAC: SNAPSHOT OF AUGMENTED REALITY MARKET 233
TABLE 242 AUGMENTED REALITY MARKET IN APAC, BY APPLICATION,
2016–2019 (USD MILLION) 234
TABLE 243 AUGMENTED REALITY MARKET IN APAC, BY APPLICATION,
2020–2025 (USD MILLION) 234
TABLE 244 AUGMENTED REALITY MARKET IN APAC, BY COUNTRY,
2016–2019 (USD MILLION) 234
TABLE 245 AUGMENTED REALITY MARKET IN APAC, BY COUNTRY,
2020–2025 (USD MILLION) 235
FIGURE 64 APAC: SNAPSHOT OF VIRTUAL REALITY MARKET 235
TABLE 246 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION,
2016–2019 (USD MILLION) 236
TABLE 247 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION,
2020–2025 (USD MILLION) 236
TABLE 248 VIRTUAL REALITY MARKET IN APAC, BY COUNTRY,
2016–2019 (USD MILLION) 236
TABLE 249 VIRTUAL REALITY MARKET IN APAC, BY COUNTRY,
2020–2025 (USD MILLION) 237
11.4.1 CHINA 237
11.4.1.1 High number of local players producing AR & VR devices to drive market growth 237
11.4.2 INDIA 237
11.4.2.1 Increasing awareness of advanced technology to play crucial role in market growth 237
11.4.3 JAPAN 238
11.4.3.1 High growth of healthcare sector to fuel market growth 238
11.4.4 SOUTH KOREA 239
11.4.4.1 Digital revolution in industrial sector to drive market growth 239
11.4.5 REST OF APAC 239
11.4.5.1 High consumer spending to boost market 239
11.5 ROW 239
TABLE 250 AUGMENTED REALITY MARKET IN ROW, BY APPLICATION,
2016–2019 (USD MILLION) 240
TABLE 251 AUGMENTED REALITY MARKET IN ROW, BY APPLICATION,
2020–2025 (USD MILLION) 240
TABLE 252 AUGMENTED REALITY MARKET IN ROW, BY REGION,
2016–2019 (USD MILLION) 240
TABLE 253 AUGMENTED REALITY MARKET IN ROW, BY REGION,
2020–2025 (USD MILLION) 241
TABLE 254 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION,
2016–2019 (USD MILLION) 241
TABLE 255 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION,
2020–2025 (USD MILLION) 241
TABLE 256 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2016–2019 (USD MILLION) 241
TABLE 257 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2020–2025 (USD MILLION) 242
11.5.1 MIDDLE EAST & AFRICA 242
11.5.1.1 Oil & gas and mining to fuel growth of AR and VR devices 242
11.5.2 SOUTH AMERICA 242
11.5.2.1 Growing consumer market to drive market growth 242
11.6 COVID-19 IMPACT ON MAJOR REGIONS 242
FIGURE 65 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR NORTH AMERICAN AR MARKET 242
FIGURE 66 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR APAC AR MARKET 243
FIGURE 67 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR NORTH AMERICAN VR MARKET 243
FIGURE 68 PRE-COVID-19 VS. POST-COVID-19 COMPARISON FOR APAC VR MARKET 243
12 COMPETITIVE LANDSCAPE 245
12.1 INTRODUCTION 245
FIGURE 69 COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGY FROM 2017 TO 2020 245
FIGURE 70 COMPANIES ADOPTED PRODUCT LAUNCHES & DEVELOPMENTS AS KEY GROWTH STRATEGIES FROM 2017 TO 2020 246
12.2 MARKET SHARE: AR MARKET 247
FIGURE 71 MARKET SHARE FOR MOBILE AUGMENTED REALITY MARKET 247
12.3 MARKET SHARE: VR MARKET 248
FIGURE 72 MARKET SHARE FOR VR MARKET 248
12.4 RANKING FOR AR MARKET PLAYERS 248
FIGURE 73 RANKING OF THE TOP 5 PLAYERS IN AUGMENTED REALITY MARKET 248
12.5 RANKING FOR VR MARKET PLAYERS 250
FIGURE 74 RANKING OF TOP 5 PLAYERS IN VR MARKET 250
12.6 COMPETITIVE SCENARIO: AR MARKET 251
12.6.1 PRODUCT LAUNCHES & DEVELOPMENTS 251
TABLE 258 PRODUCT LAUNCHES & DEVELOPMENTS, 2018–2019 251
12.6.2 PARTNERSHIPS 252
TABLE 259 PARTNERSHIPS, 2018–2019 252
12.6.3 AGREEMENTS & COLLABORATIONS 252
TABLE 260 AGREEMENTS & COLLABORATIONS, 2018–2019 252
12.6.4 ACQUISITIONS AND EXPANSIONS 253
TABLE 261 ACQUISITIONS & EXPANSIONS, 2017–2019 253
12.7 COMPETITIVE SCENARIO: VR MARKET 253
12.7.1 PRODUCT LAUNCHES & DEVELOPMENTS 253
TABLE 262 PRODUCT LAUNCHES & DEVELOPMENTS: VR MARKET, 2017 TO 2020 253
12.7.2 PARTNERSHIPS 254
TABLE 263 PARTNERSHIPS: VR MARKET, 2017–2020 254
12.7.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING 255
TABLE 264 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDING: VR MARKET, 2017–2020 255
12.7.4 ACQUISITIONS AND EXPANSIONS 255
TABLE 265 ACQUISITIONS AND EXPANSIONS: VR MARKET, 2017–2020 255
12.8 COMPANY EVALUATION QUADRANT: AR MARKET 256
12.8.1 STAR 256
12.8.2 EMERGING LEADER 256
12.8.3 PERVASIVE 256
12.8.4 PARTICIPANT 256
FIGURE 75 AR MARKET (GLOBAL) COMPANY EVALUATION QUADRANT 257
12.9 COMPANY EVALUATION QUADRANT: VR MARKET 258
12.9.1 STAR 258
12.9.2 EMERGING LEADER 258
12.9.3 PERVASIVE 258
12.9.4 PARTICIPANT 258
FIGURE 76 VR MARKET (GLOBAL) COMPANY EVALUATION QUADRANT, 2019 259
12.10 STARTUP EVALUATION MATRIX: AR & VR MARKET 259
12.10.1 PROGRESSIVE COMPANIES 259
12.10.2 RESPONSIVE COMPANIES 259
12.10.3 DYNAMIC COMPANIES 259
12.10.4 STARTING BLOCKS 259
FIGURE 77 AR & VR MARKET (GLOBAL): SME EVALUATION MATRIX 259

13 COMPANY PROFILES 260
(Business Overview, Products Offered, Recent Developments, SWOT Analysis, MnM View)*
13.1 KEY PLAYERS 260
13.1.1 GOOGLE, INC. 260
FIGURE 78 GOOGLE, INC.: COMPANY SNAPSHOT 261
13.1.2 MICROSOFT 264
FIGURE 79 MICROSOFT: COMPANY SNAPSHOT 265
13.1.3 SONY 268
FIGURE 80 SONY: COMPANY SNAPSHOT 269
13.1.4 OCULUS VR (FACEBOOK) 272
13.1.5 SAMSUNG ELECTRONICS 275
FIGURE 81 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT 275
13.1.6 HTC 278
FIGURE 82 HTC: COMPANY SNAPSHOT 278
13.1.7 APPLE 281
FIGURE 83 APPLE: COMPANY SNAPSHOT 281
13.1.8 PTC INC. 284
FIGURE 84 PTC INC.: COMPANY SNAPSHOT 284
13.1.9 SEIKO EPSON 286
FIGURE 85 SEIKO EPSON: COMPANY SNAPSHOT 286
13.1.10 LENOVO 289
FIGURE 86 LENOVO GROUP: COMPANY SNAPSHOT 289
13.1.11 WIKITUDE GMBH 291
13.1.12 EON REALITY 293
13.1.13 MAXST 296
13.1.14 MAGIC LEAP, INC. 299
13.1.15 BLIPPAR 300
13.1.16 UPSKILL 302
13.1.17 ATHEER INC. 304
13.1.18 VUZIX 305
FIGURE 87 VUZIX: COMPANY SNAPSHOT 305
13.1.19 CYBERGLOVE SYSTEMS 308
13.1.20 LEAP MOTION (ULTRALEAP) 310
13.1.21 SIXENSE ENTERPRISES 312
13.2 RIGHT TO WIN: AR MARKET 314
13.3 RIGHT TO WIN: VR MARKET 315
13.4 OTHER PLAYERS 316
13.4.1 NINTENDO 316
13.4.2 PSIOUS 316
13.4.3 MARXENT LABS, LLC 317
13.4.4 INGLOBE TECHNOLOGIES 317
13.4.5 META COMPANY 318
13.4.6 NIANTIC 318
13.4.7 AUGMENT 319
13.4.8 MINDMAZE 319
13.4.9 FIRSTHAND TECHNOLOGY 320
13.4.10 WORLDVIZ 320
13.4.11 VIRTUIX 321
13.4.12 SURVIOS 321
13.4.13 INTEL CORPORATION 322
13.4.14 REALWEAR 322
13.4.15 MERGE LABS 323
13.4.16 SPACEVR 323
13.4.17 VIRTUALLY LIVE 323
13.4.18 XIAOMI CORPORATION 324
13.4.19 PANASONIC CORPORATION 324
13.4.20 DYNABOOK AMERICAS, INC. 325
13.4.21 OPTINVENT 325
13.4.22 WAYRAY 326
13.4.23 SCOPE AR 326
13.4.24 CONTINENTAL 327
13.4.25 VISTEON CORPORATION 327
13.5 START-UP PLAYERS 328
13.5.1 TALEPSPIN 328
13.5.2 SCANTA 328
13.5.3 CRAFTARS 329
13.5.4 APPENTUS TECHNOLOGIES 329
13.5.5 BIDON GAMES STUDIO 329
*Details on Business Overview, Products Offered, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.
14 APPENDIX 330
14.1 INSIGHTS OF INDUSTRY EXPERTS 330
14.2 DISCUSSION GUIDE 331
14.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 334
14.4 AVAILABLE CUSTOMIZATIONS 336
14.5 RELATED REPORTS 336
14.6 AUTHOR DETAILS 337

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