A quick peek into the report
Table of Contents
1.1 | Scope of the Report |
1.2 | Global Augmented Reality and Virtual Reality Market Research Methodology |
1.2.1 | Assumptions and Limitations |
1.2.2 | Primary Research |
1.2.3 | Secondary Research |
1.2.4 | Data Triangulation |
1.2.5 | Data Analysing & Market Estimation |
1.2.5.1 | Top-down Approach |
1.2.5.2 | Bottom-up Approach |
2.1 | Introduction |
2.2 | Market Drivers |
2.2.1 | Established Presence of Smart Phones and Tablet Computers |
2.2.2 | High Mobility and Versatility |
2.2.3 | Increasing Interest of Large Tech Corporations |
2.2.4 | Technological Advancements |
2.3 | Restraints |
2.3.1 | Health Concerns |
2.3.2 | Privacy Issues of the Users |
2.3.3 | Global Economic Slowdown |
2.4 | Opportunities |
2.4.1 | Application Potential |
2.4.2 | Enterprise AR and VR Solutions |
2.4.3 | Integration of AR and VR to Create Mixed Reality |
3.1 | Key Developments and Strategies |
3.1.1 | New Product Launches and Developments |
3.1.2 | Mergers and Acquisitions |
3.1.3 | Business Expansion and Certification |
3.1.4 | Partnerships, Joint Ventures, Collaborations and Contracts |
3.1.5 | Others |
3.2 | Analysis of Leading Players in Augmented Reality Market |
3.3 | Analysis of Leading Players in Virtual Reality Market |
3.4 | Industry Attractiveness |
3.4.1 | Component Supplier Analysis |
3.4.2 | Technology Supplier Analysis |
3.4.3 | Device Supplier Analysis |
3.5 | Future Trends and Developments in Augmented Reality Market |
3.5.1 | Form Factor |
3.5.2 | Increase in Enterprise Demand |
3.5.3 | Virtual Playground Applications |
3.5.4 | Lower Price Point |
3.5.5 | Mixed Reality |
3.5.6 | Gesture and Haptics Control |
3.6 | R&D Analysis of Leading Players in Augmented Reality and Virtual Reality Market |
4.1 | Introduction |
4.2 | Augmented Reality Market by Device Type |
4.2.1 | Head Mounted Displays (HMDs) |
4.2.2 | Head up Displays (HUDs) |
4.3 | Virtual Reality Market by Device Type |
4.3.1 | HMD (Head Mounted Display) |
4.3.2 | Projection Based VR Devices (CAVE) |
4.3.3 | Gesture Based VR Devices |
5.1 | Market Overview |
5.2 | Hardware Used in Augmented Reality and Virtual Reality |
5.2.1 | Sensors |
5.2.2 | Displays |
5.2.3 | 3D Camera |
5.2.4 | Semiconductor Components |
5.3 | Software Used in Augmented Reality and Virtual Reality |
6.1 | Technologies Used in Augmented Reality |
6.1.1 | Marker-based AR |
6.1.2 | Marker-less AR |
6.2 | Technologies Used in Virtual Reality |
6.2.1 | Non Immersive VR |
6.2.2 | Semi Immersive VR |
6.2.3 | Fully Immersive VR |
7.1 | Augmented Reality Market Breakdown by Application |
7.1.1 | Consumer Applications |
7.1.2 | Commercial Applications |
7.1.3 | Aerospace and Defence |
7.1.4 | Healthcare |
7.1.5 | Enterprise Applications |
7.1.6 | Others |
7.2 | Virtual Reality Market Breakdown by Application |
7.2.1 | Aerospace and Defence |
7.2.2 | Consumer Applications |
7.2.3 | Healthcare |
7.2.4 | Commercial Applications |
7.2.5 | Enterprise Application of VR |
8.1 | Introduction |
8.2 | North America AR and VR Market by Country |
8.3 | Europe AR and VR Market by Country |
8.4 | Asia Pacific (APAC) AR and VR Market by Country |
8.5 | Rest of the World (ROW) AR and VR Market by Country |
9.1 | Introduction |
9.2 | Samsung Electronics Co, Ltd. |
9.2.1 | Company Overview |
9.2.2 | Financials |
9.2.2.1 | Overall Financials |
9.2.2.2 | Geographic Revenue Mix |
9.2.2.3 | Business Segment Revenue Mix |
9.2.2.4 | Financial Summary |
9.2.3 | Swot Analysis |
9.3 | Microsoft Corporation |
9.3.1 | Company Overview |
9.3.2 | Financials |
9.3.2.1 | Overall Financials |
9.3.2.2 | Geographic Revenue Mix |
9.3.2.3 | Business Segment Revenue Mix |
9.3.2.4 | Financial Summary |
9.3.3 | Swot Analysis |
9.4 | Google Inc. |
9.4.1 | Company Overview |
9.4.2 | Financials |
9.4.2.1 | Overall Financials |
9.4.2.2 | Geographic Revenue Mix |
9.4.2.3 | Business Segment Revenue Mix |
9.4.2.4 | Financial Summary |
9.4.3 | Swot Analysis |
9.5 | Seiko Epson Corporation |
9.5.1 | Company Overview |
9.5.2 | Financials |
9.5.2.1 | Overall Financials |
9.5.2.2 | Geographic Revenue Mix |
9.5.2.3 | Business Segment Revenue Mix |
9.5.2.4 | Financial Summary |
9.5.3 | Swot Analysis |
9.6 | HTC Corporation |
9.6.1 | Company Overview |
9.6.2 | Financials |
9.6.2.1 | Overall Financials |
9.6.2.2 | Geographic Revenue Mix |
9.6.2.3 | Financial Summary |
9.6.3 | Swot Analysis |
9.7 | Intel Corporation |
9.7.1 | Company Overview |
9.7.2 | Financials |
9.7.2.1 | Overall Financials |
9.7.2.2 | Geographic Revenue Mix |
9.7.2.3 | Business Segment Revenue Mix |
9.7.2.4 | Financial Summary |
9.7.3 | Swot Analysis |
9.8 | Qualcomm Inc. |
9.8.1 | Company Overview |
9.8.2 | Financials |
9.8.2.1 | Overall Financials |
9.8.2.2 | Geographic Revenue Mix |
9.8.2.3 | Business Segment Revenue Mix |
9.8.2.4 | Financial Summary |
9.8.3 | Swot Analysis |
9.9 | Himax Technologies |
9.9.1 | Company Overview |
9.9.2 | Financials |
9.9.2.1 | Overall Financials |
9.9.2.2 | Geographic Revenue Mix |
9.9.2.3 | Business Segment Revenue Mix |
9.9.2.4 | Financial Summary |
9.9.3 | Swot Analysis |
9.10 | Vuzix Corporation |
9.10.1 | Company Overview |
9.10.1.1 | Overall Financials |
9.10.1.2 | Business Segment Revenue Mix |
9.10.1.3 | Financial Summary |
9.10.2 | Swot Analysis |
9.11 | Oculus VR, LLC |
9.11.1 | Company Overview |
9.12 | Osterhout Design Group (ODG) |
9.12.1 | Company Overview |
9.13 | Wikitude GMBH |
9.13.1 | Company Overview |
9.14 | Daqri LLC |
9.14.1 | Company Overview |
9.15 | EON Reality |
9.15.1 | Company Overview |
9.16 | Magic Leap, Inc. |
9.16.1 | Company Overview |
9.17 | Infinity Augmented Reality, Inc. |
9.17.1 | Company Overview |
9.18 | Cyberglove Systems LLC |
9.18.1 | Company Overview |
9.19 | Meta Company |
9.19.1 | Company Overview |
Table 3.1 | New Product Launches and Developments |
Table 3.2 | Key Mergers and Acquisitions |
Table 3.3 | Key Business Expansion |
Table 3.4 | Key Partnerships, Joint Ventures and Collaborations |
Table 3.5 | Other Developments and Recognitions |
Table 4.1 | Global AR Market Breakdown by Device Type |
Table 4.2 | Key Developments in HMDs and Smart Glasses Market |
Table 4.3 | Competitiveness Index of HMD Manufacturers |
Table 4.4 | Competitiveness Index for AR HUD Manufacturers |
Table 4.5 | Global VR Market Breakdown by Device Type |
Table 4.6 | Key Developments in the HMD Market |
Table 4.7 | Competitiveness Index of HMD Market |
Table 4.8 | Key Developments for Projection based VR Devices |
Table 4.9 | Companies for Gesture Control Devices and their Products |
Table 5.1 | Augmented Reality and Virtual Reality Market Breakdown by Component |
Table 5.2 | Augmented Reality and Virtual Reality Market Breakdown by Hardware |
Table 5.3 | Top SDKs in the Market |
Table 6.1 | Qualitative Performance of Different Technologies Used in VR |
Table 7.1 | Augmented Reality Market Breakdown by Application |
Table 7.2 | Augmented Reality Market Breakdown by Application |
Table 8.1 | North America AR Market by Country |
Table 8.2 | North America VR Market by Country |
Table 8.3 | Europe AR Market by Country |
Table 8.4 | Europe VR Market by Country |
Table 8.5 | APAC AR Market by Country |
Table 8.6 | APAC VR Market by Country |
Table 8.7 | ROW AR Market by Country |
Table 8.8 | ROW VR Market by Country |
Figure 1 | Global AR and VR Market |
Figure 2 | Global AR and VR Market by Device Type |
Figure 3 | Global AR and VR Market by Application |
Figure 1.1 | Global Augmented Reality and Virtual Reality Market Scope |
Figure 1.2 | Report Design |
Figure 1.3 | Primary Interviews Breakdown, by Player, Designation, and Region |
Figure 1.4 | Sources of Secondary Research |
Figure 1.5 | Data Triangulation |
Figure 1.6 | Top-Down Approach |
Figure 1.7 | Bottom-Up Approach |
Figure 2.1 | Impact Analysis of Market Dynamics |
Figure 2.2 | Mobile Phone Market Penetration (%), 2015 |
Figure 2.3 | Strategies of the Companies Operating in AR & VR Market |
Figure 3.1 | Strategic Developments Share (%) |
Figure 3.2 | Bubble Chart for Leading Players in AR Market |
Figure 3.3 | Bubble Chart for Leading Players in Virtual Reality Market |
Figure 3.4 | Component Supplier Analysis |
Figure 3.5 | Technology Supplier Analysis Diagram |
Figure 3.6 | Device Supplier Analysis Diagram |
Figure 3.7 | R&D Analysis of Leading Players |
Figure 4.1 | Global AR Market by Device Type |
Figure 4.2 | Global VR Market by Device Type |
Figure 5.1 | Augmented Reality and Virtual Reality Market by Component, 2016 and 2022 |
Figure 5.2 | Augmented Reality and Virtual Reality Market Share by Hardware |
Figure 5.3 | Revenue Generated by Software Segment |
Figure 6.1 | Technologies Used in AR |
Figure 6.2 | Technologies Used in VR |
Figure 7.1 | Augmented Reality Market by Application |
Figure 7.2 | Virtual Reality Market by Application |
Figure 8.1 | AR Market by Geography |
Figure 8.2 | VR Market by Geography |
Figure 8.3 | North America AR Market by Country |
Figure 8.4 | North America VR Market by Country |
Figure 8.5 | Europe AR Market by Country |
Figure 8.6 | Europe VR Market by Country |
Figure 8.7 | APAC AR Market by Country |
Figure 8.8 | APAC VR Market by Country |
Figure 8.9 | ROW AR Market by Country |
Figure 8.10 | ROW VR Market by Country |
Figure 9.1 | Geographic Footprints of Key Players in the Market |
Figure 9.2 | Overall Financials, 2013-15 ($ Million) |
Figure 9.3 | Geographic Revenue Mix, 2013-15 ($Billion) |
Figure 9.4 | Segment Revenue Mix, 2013-15 ($Billion) |
Figure 9.5 | Samsung Electronics Corporation: Swot Analysis |
Figure 9.6 | Overall Financials, 2013-15 |
Figure 9.7 | Geographic Revenue Mix, 2013-15 ($Billion) |
Figure 9.8 | Segment Revenue Mix, 2013-15 ($Billion) |
Figure 9.9 | Microsoft Corporation: Swot Analysis |
Figure 9.10 | Overall Financials |
Figure 9.11 | Geographic Revenue Mix, 2013-15 ($Billion) |
Figure 9.12 | Segment Revenue Mix, 2013-15 ($Billion) |
Figure 9.13 | Google Inc.: Swot Analysis |
Figure 9.14 | Overall Financials |
Figure 9.15 | Geographic Revenue Mix, 2013-15 ($Billion) |
Figure 9.16 | Segment Revenue Mix, 2013-15 ($Million) |
Figure 9.17 | Seiko Epson Corporation: Swot Analysis |
Figure 9.18 | Overall Financials |
Figure 9.19 | Geographic Revenue Mix, 2013-15 ($Billion) |
Figure 9.20 | HTC Corporation: Swot Analysis |
Figure 9.21 | Overall Financials, 2013-15 ($Billion) |
Figure 9.22 | Geographic Revenue Mix, 2013-15 ($Billion) |
Figure 9.23 | Segment Revenue Mix, 2013-15 ($Billion) |
Figure 9.24 | Intel Corporation: Swot Analysis |
Figure 9.25 | Overall Financials, 2013-15 ($Billions) |
Figure 9.26 | Geographic Revenue Mix, 2013-15 ($Billions) |
Figure 9.27 | Segment Revenue Mix, 2013-15 ($Billions) |
Figure 9.28 | Qualcomm Inc.: Swot Analysis |
Figure 9.29 | Overall Financials, 2013-15 ($Million) |
Figure 9.30 | Geographic Revenue Mix 2013-15 ($Million) |
Figure 9.31 | Segment Revenue Mix, 2013-15 ($Million) |
Figure 9.32 | Himax Technologies: Swot Analysis |
Figure 9.33 | Overall Financials 2013-15 ($Million) |
Figure 9.34 | Segment Revenue Mix, 2013-15 ($Million) |
Figure 9.35 | Vuzix Corporation: Swot Analysis |
Report Description
Augmented reality and virtual reality technologies continue to gain immense popularity with increasing revenue at a global level. A definite presence of smart phones and tablet computers, high mobility and versatility, an increasing interest of large tech corporations, and technological advancement has led to the widespread emergence of the global AR and VR market. The global augmented reality and virtual reality market is estimated to witness growth at a CAGR of 85.4% and 44.5% respectively over the period of 2016 to 2022. This growth rate is expected due to increase in the awareness about these technologies among the consumers, mass scale adoption of AR and VR in various industry verticals, and integration of AR and VR to create mixed reality for future applications.
The U.S. generated the maximum amount of revenue in the year 2015 in the global augmented reality and virtual reality industry as compared to other countries, whereas India has the maximum potential to grow in the forecast period. The US has always been on the forefront of the world map when it comes to technological advancement. Like other disruptive technologies, virtual reality and augmented reality has also extended its roots onto the US market. In terms of hardware segment most of the prominent companies are US based, giving significant impetus to the growth of this market in the US as well as the whole of North America.
The most often used strategy for developing a better hold on to the market has been through product launches, followed by partnerships and collaborations. Moreover, the company profiles section includes highlights of significant information about the key companies involved along with their financial positions. Some of the key players involved in this market are Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH, and EON Reality.
The report is a compilation of different segments of global augmented reality and virtual reality market including a market breakdown by device type, component, and application. The report also discusses in detail about the key participants involved in the industry.
Key Questions Answered in this Report
The report answers the following questions about the global augmented reality and virtual reality market:
• What are the prevailing components, and device types in augmented reality and virtual reality?
• What are the different application areas of augmented reality and virtual reality technologies?
• What are the different factors driving the market forward in the forecast period?
• What are the factors restraining the growth of global augmented reality and virtual reality market?
• Who are the major participants in the global augmented reality and virtual reality market?
• What kind of new strategies are being adopted by the existing market players to make a stronger mark in the industry?
• Which region will lead the global augmented reality and virtual reality market by the end of forecast period?
Market Overview
The competitive landscape for the augmented reality and virtual reality devices is shifting towards more aesthetically pleasing form factor which can be incorporated in the day to day lives of consumers. These technologies are compatible with devices such as smart glasses, head-up displays, head mounted displays and hand held devices among others. A definite presence of smart phones and tablet computers, high mobility and versatility, an increasing interest of large tech corporations, and technological advancement can be deemed as the primary reasons for the enhancing growth rate of the global AR and VR market. The AR market is estimated to reach $161.1 billion by 2022 at a CAGR of 85.4% through the forecast period. The VR market is estimated to reach $17.8 billion by 2022 at a CAGR of 44.5% through the forecast period. This growth in the AR and VR market is attributed to increase in the awareness about these technologies among the consumers, mass scale adoption of AR and VR in various industry verticals, and integration of augmented reality and virtual reality to create mixed reality for future applications. However, health concerns, privacy issues, and the Chinese economic slowdown are restraining the overall growth of the global AR and VR market.
AR and VR technologies utilize different hardware platforms for their applications. These technologies are compatible with devices such as smart glasses, head-up displays, head mounted displays and hand held devices among others. Among the device type of AR, Head Mounted Display (HMD) holds the highest share of the market in 2016.
Modern day head mounted displays utilize technologies such as optical wave guides, liquid crystal displays, digital micro mirrors, and organic light emitting diodes for micro displays. These devices are equipped with GPS tracking systems, activity tracking systems, connectivity solutions such as Bluetooth, WI-Fi, and mobile operating systems. Some of the advanced smart glasses have the ability to communicate by voice commands, while others support touch buttons, external controllers and gesture controls, as well as are capable enough to run dedicated mobile apps.
Among the device type of VR, Head Mounted Display (HMD) holds the highest share of the market in 2016. Head mounted display in virtual reality is somewhat different from HMDs used in augmented reality as these devices completely blocks the interaction from the real world while allowing users to interact with the virtual environment or computer simulated reality. It is used in fully immersive virtual reality purposes.
The commercial application of AR generated the highest revenue among all the applications of AR. The commercial sector is utilizing AR technology on a wider level especially when it comes to hand held devices platform. AR applications are being used by retail companies to provide detailed information of the product on its packaging using smart-phones or tablet computers. Mobile advertising is also being used by AR companies to increase brand recognition among consumers. Among the major applications of VR, the consumer application generated the highest revenue in 2015. The consumer segment of VR technology comprises of gaming and entertainment applications. Gaming market has always been one of the keen targets for VR companies. The integration of audio and video graphics into an immersive virtual world for gaming purposes has gained significant popularity among the gaming community.
The market is dominated by North American region and APAC is expected to grow at the highest rate in the coming years. The US has always been on the forefront of the world map when it comes to technological advancement. Therefore, like other disruptive technologies, virtual reality and augmented reality has also extended its roots onto the US market. In terms of hardware segment, most of the prominent companies are US based, giving significant impetus to the growth of this market in the US as well as whole North America. Even the companies which are not US based has significance presence in the US, either because of their manufacturing facilities or R&D bases. However, the presence of big players in APAC market such as Samsung Electronics, Sony Corporation, and HTC Corporation is expected to push the growth of AR and VR market in the APAC region. In terms of demand, China is expected to play an important role due its well-established manufacturing and engineering sector.
Some of the key players in the industry are Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH, and EON Reality.