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市場調查報告書
商品編碼
1371954

到 2030 年的全球擴增實境/虛擬實境市場預測:按設備類型、組件、公司、技術、用途、最終用戶和地區進行的全球分析

Augmented & Virtual Reality Market Forecasts to 2030 - Global Analysis By Device Type (Augmented Reality Devices and Virtual Reality Devices), Component (Hardware and Software), Enterprise, Technology, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據Stratistics MRC預測,全球擴增實境和虛擬實境市場預計2023年將達到565.5億美元,2030年將達到6,949.9億美元,年複合成長率為43.1%。

擴增實境(AR) 透過將 3D 模型、文字和動畫等數位內容疊加到物理世界上來豐富現實世界環境。要體驗擴增實境,您可以使用各種設備,包括智慧型手機、智慧眼鏡和平抬頭顯示器。另一方面,虛擬實境 (VR) 透過讓人們沉浸在完全由電腦生成的環境中,將人們與現實世界隔離。具有高解析度螢幕、運動追蹤感應器和常用手控制器的專用 VR 安全帽通常用於此目的。

根據國際資料公司的數據,AR/VR在2020年創造了120億美元的收益,預計到2024年將增加至728億美元。目前,80%的收益來自遊戲產業,美國有5740萬VR消費者和9,090萬AR消費者。

零售和電子商務對擴增實境(AR) 的需求不斷成長

AR 在零售和電子商務中的整合正在推動創新並創造更具吸引力和互動性的購物體驗。 AR 應用程式可以提供有關客戶行為、偏好和互動的有價值的資料。此外,提供 AR 功能可以提高客戶忠誠度。 AR 技術打破了地理障礙,讓零售商接觸到世界各地的人們。此外,個人化建議、3D 產品展示和互動式購物體驗正在推動更廣泛的 AR/VR 市場的成長。

隱私和安全問題

AR/VR 設備通常會收集有關使用者的敏感資料,包括資訊、行為和偏好。用戶在使用 AR/VR 應用程式資訊可能會無意中共用個人或資訊。一些 AR/VR 設備能夠錄製音訊、視訊和互動。此外,AR/VR 設備通常連接到網際網路,因此容易受到駭客攻擊和詐欺的存取。因此,保護這些資料免遭詐欺的存取並確保用戶隱私是一項挑戰。

HMD在訓練中的普及

虛擬實境設備和技術可用於監控工廠工作流程並確保工作按時完成並生產產品。監督可以利用虛擬實境技術追蹤員工的行蹤並接收潛在危險區域的警報,以確保員工的安全。使用 VR,工廠和行業的經理和監督還可以為員工舉辦培訓課程。這為虛擬實境的擴展創造了機會。

健康問題的風險

遊戲玩家過度使用 AR 以及新遊戲硬體和技術的發展正在增加 AR 相關疾病的發生率。 AR 遊戲如此引人入勝、令人上癮,以至於可能會導致焦慮、眼睛疲勞、體重增加和注意力不集中等問題。由於 AR 技術的沉浸式特性,長時間使用 AR 耳機可能會導致壓力和緊張。暴露於危險的電磁輻射。所有這些因素都阻礙了市場的成長。

COVID-19 的影響

隨著越來越多的公司進行遠距工作並擴大轉向採用虛擬實境/擴增實境技術,COVID-19大流行極大地推動了市場成長率。此外,由於學校和大學等教育機構的關閉,對線上教育的需求增加。此外,擴增實境和虛擬實境也被用於新的醫療保健應用,包括遠端醫療、現場護理和居家醫療。這為疫情後的產業帶來了潛在的機會。

虛擬實境設備市場預計將在預測期內成為最大的市場

由於醫療保健和遊戲用途的增加,虛擬實境設備領域預計將出現良好的成長。手勢追蹤設備在虛擬實境設備領域發揮重要作用。這些裝置可擷取並解釋使用者的手勢和動作,並將其轉換為虛擬實境 (VR) 或擴增實境(AR) 設定中的命令和互動。手勢控制的直覺性為遊戲玩法帶來了新的可能性,並已成為許多 VR 和 AR 遊戲應用程式的核心功能。

媒體和娛樂領域預計在預測期內年複合成長率最高

媒體和娛樂領域預計在預測期內年複合成長率最高。擴增實境(AR) 和虛擬實境 (VR) 對媒體和娛樂產業產生重大影響。 AR 和 VR 正在改變內容的創建和消費方式,為用戶提供身臨其境型的體驗。 AR 和 VR 大大擴展了媒體和娛樂產業的創造力和觀眾參與度的可能性。

比最大的地區

由於企業用戶廣泛接受 AR 設備以提高生產力和準確性,預計北美在預測期內將佔據最大的市場佔有率。北美地區在 VR 應用的規模和收益方面也處於全球領先地位。此外,眾多專注於 AR 設備和解決方案的全球公司正在向美國擴張,包括 PTC Inc.、Magic Leap、微軟和Google。綜合起來,這些因素使北美成為全球 AR 市場的主導者。

複合年複合成長率最高的地區

預計亞太地區在預測期內的年複合成長率最高。中國是世界上成長最快的經濟體之一。中國湧現許多新興企業,使中國成為 AR&VR 市場的主要參與者。此外,韓國和日本以其遊戲和娛樂產業而聞名。隨著人們對 AR/VR 技術興趣的成長,印度開始成為一個充滿希望的市場。此外,高人口密度和廣泛的行動網際網路人口使得虛擬實境與產業應用整合發展的協作成為重要的成長促進因素。

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如果您訂閱此報告,我們將為您提供以下免費自訂選項之一:

  • 公司簡介
    • 其他市場公司的綜合分析(最多 3 家公司)
    • 主要企業SWOT分析(最多3家企業)
  • 區域分割
    • 根據客戶興趣對主要國家的市場估計、預測和年複合成長率(註:基於可行性檢查)
  • 競爭基準化分析
    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章 執行摘要

第2章 前言

  • 概述
  • 利害關係人
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 資料分析
    • 資料檢驗
    • 研究途徑
  • 研究來源
    • 主要研究來源
    • 二次研究來源
    • 先決條件

第3章 市場趨勢分析

  • 促進因素
  • 抑制因素
  • 機會
  • 威脅
  • 技術分析
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • 新型冠狀病毒感染疾病(COVID-19)的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代的威脅
  • 新進入者的威脅
  • 競爭公司之間的敵對關係

第5章 全球擴增實境與虛擬實境市場:按設備類型

  • 擴增實境設備
    • 抬頭顯示器
    • 頭戴式顯示器
    • 手持裝置
  • 虛擬實境設備
    • 頭戴式顯示器
    • 手勢追蹤裝置
    • 顯示牆和投影儀

第6章 全球擴增實境與虛擬實境市場:按組成部分

  • 硬體
    • 感應器
    • 處理器
    • 控制器
    • 相機
    • 半導體零件
    • 位置追蹤器
    • 其他
  • 軟體
    • 軟體開發工具包
    • 平台

第7章 全球擴增實境與虛擬實境市場:依公司分類

  • 小本生意
  • 中型公司
  • 大型企業

第8章 全球擴增實境與虛擬實境市場:依技術分類

  • 擴增實境技術
  • 虛擬實境技術

第9章 全球擴增實境與虛擬實境市場:依用途

  • 消費者
  • 公司

第10章 全球擴增實境與虛擬實境市場:依最終用戶分類

  • 家用電器
  • 媒體娛樂
  • 衛生保健
  • 零售
  • 航太/國防
  • 汽車
  • BFSI
  • 資訊科技/通訊
  • 教育
  • 製造業
  • 房地產
  • 旅遊/旅遊

第11章全球擴增實境與虛擬實境市場:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東/非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東/非洲

第12章進展

  • 合約、夥伴關係、協作和合資企業
  • 收購和合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第13章公司簡介

  • Google
  • Microsoft
  • Sony Group Corporation
  • META
  • Samsung
  • HTC Corporation
  • Apple Inc.
  • PTC Inc.
  • Seiko Epson Corporation
  • Lenovo
  • Xiaomi
  • Panasonic Corporation
  • Intel Corporation
  • ByteDance
  • CyberGlove Systems Inc.
  • EON Reality
  • Wikitude
  • Scope AR
  • Continental AG
  • Marxent Labs LLC
Product Code: SMRC24011

According to Stratistics MRC, the Global Augmented & Virtual Reality Market is accounted for $56.55 billion in 2023 and is expected to reach $694.99 billion by 2030 growing at a CAGR of 43.1% during the forecast period. Augmented Reality (AR) enriches the real-world environment by overlaying digital content, such as 3D models, text, or animations, onto our view of the physical world. Different gadgets, such as smart phones, smart glasses, or heads-up displays, can be used to experience augmented reality. Whereas, Virtual reality (VR) isolates people from the real world by submerging them in wholly computer-generated settings. Specialised VR headgear with high-resolution screens, motion tracking sensors, and frequently hand controllers are usually used to do this.

According to International Data Corporation, AR/VR generated revenue of US$ 12 billion in 2020, which is projected to increase to US$ 72.8 billion in 2024. Currently, 80% of the revenue is contributed by the gaming industry and there are 57.4 million VR consumers & 90.9 million AR consumers in the United States.

Market Dynamics:

Driver:

Rising demand for augmented reality in retail and e-commerce

The integration of AR in retail and e-commerce is driving innovation and creating a more engaging and interactive shopping experience. AR applications can provide valuable data on customer behaviour, preferences, and interactions. Also, offering AR features can lead to increased customer loyalty. AR technology can break down geographical barriers, allowing retailers to reach a global audience. Additionally, its personalized recommendations, 3D product representation and interactive shopping experience are propelling the growth of the broader AR/VR market.

Restraint:

Privacy and security issues

AR/VR devices often collect sensitive data about users, including their location, behaviour, and preferences. Users might inadvertently share personal or sensitive information while using AR/VR applications. Some AR/VR devices have the capability to record audio, video, and interactions. In addition, AR/VR devices are often connected to the internet, which makes them vulnerable to hacking and unauthorized access. Therefore, protecting this data from unauthorized access and ensuring user privacy can be challenging.

Opportunity:

Penetration of HMDs in training

Devices and technology for virtual reality may be used to monitor a factory's workflow, ensuring that tasks are completed on time and that product is produced. The supervisor can utilize virtual reality technology to protect the safety of the employees by tracking their whereabouts and receiving alerts for potentially hazardous areas. With the use of VR, a manager or supervisor in a factory or industry may also lead training sessions for the employees. This creates an opportunity for virtual reality to expand.

Threat:

Risk of health problems

Gamers' excessive usage of AR and the development of new gaming hardware and technology are both contributing to an increase in the occurrence of AR-related disorders. Because AR games are so compelling and addicting, they might lead to issues including anxiety, eye strain, weight gain, and inattentiveness. The immersive quality of the technology makes extended usage of the AR headset potentially stressful or tense. They are exposed to dangerous electromagnetic radiation. All these elements hinders the market growth.

COVID-19 Impact

The COVID-19 pandemic has significantly fostered the growth rate of the market owing to the increased shift toward the adoption of virtual and augmented reality technologies as a greater number of businesses have turned to remote work. Moreover, the need for online education has grown as a result of the closure of schools, universities, and other educational institutions. In addition, augmented and virtual reality are being used in new healthcare applications including telehealth, point-of-care, and home-based care. This presents a potential opportunity for the industry in the wake of the epidemic.

The virtual reality devices segment is expected to be the largest during the forecast period

The virtual reality devices segment is estimated to have a lucrative growth, due to the rising healthcare and gaming applications. Gesture-tracking devices indeed play a crucial role in virtual reality devices segment. These devices capture and interpret the gestures and motions made by the user and translate them into commands or interactions within a virtual reality (VR) or augmented reality (AR) setting. The intuitive nature of gesture controls has opened up new possibilities for game play, making it a central feature in many VR and AR gaming applications.

The media & entertainment segment is expected to have the highest CAGR during the forecast period

The media & entertainment segment is anticipated to witness the highest CAGR growth during the forecast period. Augmented Reality (AR) and Virtual Reality (VR) have had a substantial impact on the media and entertainment industry. They have transformed the way content is created and consumed, providing immersive experiences for users. AR and VR have significantly expanded the possibilities for creativity and audience engagement in the media and entertainment industry.

Region with largest share:

North America is projected to hold the largest market share during the forecast period owing to the widespread acceptance of AR devices among enterprise users to enhance productivity and accuracy. North America also took the lead globally in terms of the size and revenue generated from VR applications. Additionally, numerous global companies specializing in AR devices and solutions, such as PTC Inc., Magic Leap, Microsoft, and Google, have established their presence in the United States. These factors collectively position North America as the dominant player in the global AR market.

Region with highest CAGR:

Asia Pacific is projected to have the highest CAGR over the forecast period. China stands as one of the world's rapidly growing economies. The emergence of numerous start-ups within China has positioned the nation as a major player in the AR & VR market. Additionally, South Korea and Japan were well-represented, particularly in the gaming and entertainment industries. India was starting to emerge as a prospective market, as interest in AR/VR technology grew. Further, high population density, with the widespread mobile internet population and collaborations with the Virtual Reality and Industry Application Integration Development are serving as a pivotal growth driver.

Key players in the market:

Some of the key players profiled in the Augmented & Virtual Reality Market include: Google, Microsoft, Sony Group Corporation, META, Samsung, HTC Corporation, Apple Inc., PTC Inc., Seiko Epson Corporation, Lenovo, Xiaomi, Panasonic Corporation, Intel Corporation, ByteDance, CyberGlove Systems Inc., EON Reality, Wikitude, Scope AR, Continental AG and Marxent Labs LLC.

Key Developments:

In July 2023, Google and Taito are collaborating to create Space Invaders, an immersive AR game in which you may protect the Earth from your neighborhood. The game is driven by our ARCore and Geospatial APIs, which design entertaining levels in the real world with AR and on the screen solely with 3D using the player's immediate surroundings as well as adjacent buildings, landscapes, and other architectural aspects.

In June 2023, Apple introduced the Apple Vision Pro, an innovative spatial computer that effortlessly merges digital content with the real world, enabling users to remain engaged and connected with others. Vision Pro establishes an expansive platform for applications that extends beyond the limitations of a conventional screen, introducing a completely three-dimensional user interface driven by the most instinctive and natural inputs available - a user's gaze, gestures, and voice.

In June 2023, PTC and Rockwell Automation extended their collaboration, with a particular emphasis on encouraging manufacturing companies to embrace the Internet of Things (IoT) and augmented reality (AR) software. Rockwell Automation will persist in offering PTC's ThingWorx IoT software and Vuforia AR software to both current and prospective customers in the discrete and process manufacturing sectors.

In May 2023, Lenovo introduced the ThinkReality™ VRX, an all-in-one virtual reality (VR) headset designed specifically for business purposes. Exclusively targeted at enterprises, the Lenovo ThinkReality VRX is tailored to serve as the ideal VR solution for professionals across various fields. Whether it's enhancing employee training effectiveness, fostering virtual teamwork, or broadening the scope of 3D design and engineering tasks, XR technologies are increasing significance for businesses, empowering workers to achieve more.

Device Types Covered:

  • Augmented Reality Devices
  • Virtual Reality Devices

Components Covered:

  • Hardware
  • Software

Technologies Covered:

  • Augmented Reality Technology
  • Virtual Reality Technology

Components Covered:

  • Hardware
  • Software

Applications Covered:

  • Consumer
  • Enterprise

End Users Covered:

  • Consumer Electronics
  • Media & Entertainment
  • Healthcare
  • Retail
  • Aerospace & Defense
  • Automotive
  • BFSI
  • IT & Telecommunication
  • Education
  • Manufacturing
  • Real Estate
  • Travel & Tourism

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Augmented & Virtual Reality Market, By Device Type

  • 5.1 Introduction
  • 5.2 Augmented Reality Devices
    • 5.2.1 Head-Up Display
    • 5.2.2 Head-Mounted Display
    • 5.2.3 Handheld Devices
  • 5.3 Virtual Reality Devices
    • 5.3.1 Head-mounted Display
    • 5.3.2 Gesture Tracking Devices
    • 5.3.3 Display Wall and Projectors

6 Global Augmented & Virtual Reality Market, By Component

  • 6.1 Introduction
  • 6.2 Hardware
    • 6.2.1 Sensors
    • 6.2.2 Processors
    • 6.2.3 Controllers
    • 6.2.4 Cameras
    • 6.2.5 Semiconductor Components
    • 6.2.6 Position Tracker
    • 6.2.7 Others
  • 6.3 Software
    • 6.3.1 Software Development Kits
    • 6.3.2 Platforms

7 Global Augmented & Virtual Reality Market, By Enterprise

  • 7.1 Introduction
  • 7.2 Small Enterprises
  • 7.3 Medium Enterprises
  • 7.4 Large Enterprises

8 Global Augmented & Virtual Reality Market, By Technology

  • 8.1 Introduction
  • 8.2 Augmented Reality Technology
  • 8.3 Virtual Reality Technology

9 Global Augmented & Virtual Reality Market, By Application

  • 9.1 Introduction
  • 9.2 Consumer
  • 9.3 Enterprise

10 Global Augmented & Virtual Reality Market, By End User

  • 10.1 Introduction
  • 10.2 Consumer Electronics
  • 10.3 Media & Entertainment
  • 10.4 Healthcare
  • 10.5 Retail
  • 10.6 Aerospace & Defense
  • 10.7 Automotive
  • 10.8 BFSI
  • 10.9 IT & Telecommunication
  • 10.10 Education
  • 10.11 Manufacturing
  • 10.12 Real Estate
  • 10.13 Travel & Tourism

11 Global Augmented & Virtual Reality Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Google
  • 13.2 Microsoft
  • 13.3 Sony Group Corporation
  • 13.4 META
  • 13.5 Samsung
  • 13.6 HTC Corporation
  • 13.7 Apple Inc.
  • 13.8 PTC Inc.
  • 13.9 Seiko Epson Corporation
  • 13.10 Lenovo
  • 13.11 Xiaomi
  • 13.12 Panasonic Corporation
  • 13.13 Intel Corporation
  • 13.14 ByteDance
  • 13.15 CyberGlove Systems Inc.
  • 13.16 EON Reality
  • 13.17 Wikitude
  • 13.18 Scope AR
  • 13.19 Continental AG
  • 13.20 Marxent Labs LLC

List of Tables

  • Table 1 Global Augmented & Virtual Reality Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Augmented & Virtual Reality Market Outlook, By Device Type (2021-2030) ($MN)
  • Table 3 Global Augmented & Virtual Reality Market Outlook, By Augmented Reality Devices (2021-2030) ($MN)
  • Table 4 Global Augmented & Virtual Reality Market Outlook, By Head-Up Display (2021-2030) ($MN)
  • Table 5 Global Augmented & Virtual Reality Market Outlook, By Head-Mounted Display (2021-2030) ($MN)
  • Table 6 Global Augmented & Virtual Reality Market Outlook, By Handheld Devices (2021-2030) ($MN)
  • Table 7 Global Augmented & Virtual Reality Market Outlook, By Virtual Reality Devices (2021-2030) ($MN)
  • Table 8 Global Augmented & Virtual Reality Market Outlook, By Head-mounted Display (2021-2030) ($MN)
  • Table 9 Global Augmented & Virtual Reality Market Outlook, By Gesture Tracking Devices (2021-2030) ($MN)
  • Table 10 Global Augmented & Virtual Reality Market Outlook, By Display Wall and Projectors (2021-2030) ($MN)
  • Table 11 Global Augmented & Virtual Reality Market Outlook, By Component (2021-2030) ($MN)
  • Table 12 Global Augmented & Virtual Reality Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 13 Global Augmented & Virtual Reality Market Outlook, By Sensors (2021-2030) ($MN)
  • Table 14 Global Augmented & Virtual Reality Market Outlook, By Processors (2021-2030) ($MN)
  • Table 15 Global Augmented & Virtual Reality Market Outlook, By Controllers (2021-2030) ($MN)
  • Table 16 Global Augmented & Virtual Reality Market Outlook, By Cameras (2021-2030) ($MN)
  • Table 17 Global Augmented & Virtual Reality Market Outlook, By Semiconductor Components (2021-2030) ($MN)
  • Table 18 Global Augmented & Virtual Reality Market Outlook, By Position Tracker (2021-2030) ($MN)
  • Table 19 Global Augmented & Virtual Reality Market Outlook, By Others (2021-2030) ($MN)
  • Table 20 Global Augmented & Virtual Reality Market Outlook, By Software (2021-2030) ($MN)
  • Table 21 Global Augmented & Virtual Reality Market Outlook, By Software Development Kits (2021-2030) ($MN)
  • Table 22 Global Augmented & Virtual Reality Market Outlook, By Platforms (2021-2030) ($MN)
  • Table 23 Global Augmented & Virtual Reality Market Outlook, By Enterprise (2021-2030) ($MN)
  • Table 24 Global Augmented & Virtual Reality Market Outlook, By Small Enterprises (2021-2030) ($MN)
  • Table 25 Global Augmented & Virtual Reality Market Outlook, By Medium Enterprises (2021-2030) ($MN)
  • Table 26 Global Augmented & Virtual Reality Market Outlook, By Large Enterprises (2021-2030) ($MN)
  • Table 27 Global Augmented & Virtual Reality Market Outlook, By Technology (2021-2030) ($MN)
  • Table 28 Global Augmented & Virtual Reality Market Outlook, By Augmented Reality Technology (2021-2030) ($MN)
  • Table 29 Global Augmented & Virtual Reality Market Outlook, By Virtual Reality Technology (2021-2030) ($MN)
  • Table 30 Global Augmented & Virtual Reality Market Outlook, By Application (2021-2030) ($MN)
  • Table 31 Global Augmented & Virtual Reality Market Outlook, By Consumer (2021-2030) ($MN)
  • Table 32 Global Augmented & Virtual Reality Market Outlook, By Enterprise (2021-2030) ($MN)
  • Table 33 Global Augmented & Virtual Reality Market Outlook, By End User (2021-2030) ($MN)
  • Table 34 Global Augmented & Virtual Reality Market Outlook, By Consumer Electronics (2021-2030) ($MN)
  • Table 35 Global Augmented & Virtual Reality Market Outlook, By Media & Entertainment (2021-2030) ($MN)
  • Table 36 Global Augmented & Virtual Reality Market Outlook, By Healthcare (2021-2030) ($MN)
  • Table 37 Global Augmented & Virtual Reality Market Outlook, By Retail (2021-2030) ($MN)
  • Table 38 Global Augmented & Virtual Reality Market Outlook, By Aerospace & Defense (2021-2030) ($MN)
  • Table 39 Global Augmented & Virtual Reality Market Outlook, By Automotive (2021-2030) ($MN)
  • Table 40 Global Augmented & Virtual Reality Market Outlook, By BFSI (2021-2030) ($MN)
  • Table 41 Global Augmented & Virtual Reality Market Outlook, By IT & Telecommunication (2021-2030) ($MN)
  • Table 42 Global Augmented & Virtual Reality Market Outlook, By Education (2021-2030) ($MN)
  • Table 43 Global Augmented & Virtual Reality Market Outlook, By Manufacturing (2021-2030) ($MN)
  • Table 44 Global Augmented & Virtual Reality Market Outlook, By Real Estate (2021-2030) ($MN)
  • Table 45 Global Augmented & Virtual Reality Market Outlook, By Travel & Tourism (2021-2030) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.