Augmented Reality and Virtual Reality Market Overview
“The Global Augmented Reality and Virtual Reality Market is expected to grow rapidly at a 24.8% CAGR consequently, it will grow from its existing size of from $71 Billion in 2023 to $301 Billion by 2030.”
Augmented Reality and Virtual Reality are important words in the increasingly digital age. While they are two distinct technologies, they are often used interchangeably. But what are the distinctions and similarities between VR and AR?
Augmented Reality is described as a technology that blends real and virtual environments, that allows for real-time interaction, and allows accurate 3D registration of real and virtual objects. Augmented reality is a kind of reality that utilizes technological advancements to display digital data on over an actual image.
It's often called AR and can be present in smartphones and tablets applications. Augmented reality is more efficient in terms of branding and gaming device than virtual reality because it can be utilized by nearly everyone who has smartphones.
Virtual Reality (VR) creates virtual environments that can replace the real-world experience of the user. VR is used primarily for entertainment and gaming. Augmented Reality (AR) is a way to overlay digitally-created content in the actual environment of a user. For example, AR could be used to project sales or inventory data onto items that are displayed on shelves.
Recent times have seen AR and VR markets have come together to affect businesses and companies. The majority of businesses today, are transforming into virtual Augmented and Virtual reality, customers find it easy to use digital products. As a result of this growth in digitalization, and a growing number of customers engaging in online activities and shopping, retailers are searching for ways to increase their digital presence.
A personal experience lets customers to feel they are valued. Additionally, when customers spend longer in the store the store, they enable owners to gather more information about their customers (customers). Store owners are able to, therefore give customers with a more personal experience their customers in subsequent visits to improve the number of loyal customers. AR and VR can help owners to develop strategies for marketing across a range of areas from automotive and real estate to retail and consumer goods.
Development and learning through implicit means is just one of the areas that are utilizing Augmented Reality and Virtual Reality enabled products and services are getting more popular among groups of users. Other industries that are likely to see growth within AR and VR AR and VR realm include oil and gas, aerospace as well as heavy equipment, where on-the job training can be hazardous or risky, but could be simplified to a safer version with VR and AR solutions.
The development of 4G technology and high-speed data communication are the main drivers behind the growth of AR and VR. There is a growing demands for Augmented Reality and Virtual Reality equipment for smartphone users, the advent of low-end VR headsets available on the market, and the marketing efforts by smartphone makers have helped boost sales in the AR as well as VR market all over the world.
This research report about Augmented Reality and Virtual Reality Market gives a comprehensive study of AR as well as VR game market. This Augmented Reality and Virtual Reality gaming market is currently working to provide gamers an experience that is immersive through inserting digital information including audio video, data, and audio that are embedded into the physical world in real-time. The report focuses on segments of AR and VR by the types of devices, types of technology as well as the technology adopters and regions.
By reading the report important stakeholders will come to be aware of the most important developments, drivers, investment and initiatives of vertical players and the interest of companies in technology like Augmented Virtual Reality as well as Virtual Reality technology. The report also provides specifics on the most significant issues that are affecting the development of markets. The report also provides details of the leading companies involved in Augmented Reality and Virtual Reality.
Through the display of virtual images and characters using a phone's camera or video player, AR transforms the mundane physical world into a vivid, visual world. Augmented reality simply enhances the experience of the user in real life.
Virtual reality is, however is a form of technology that makes use of computers to create a virtual environment that offers a realistic user experience. Virtual reality is the most commonly used term and can be artificial, like animated, or it could be a real location which has been recorded and then integrated to Virtual reality.
Virtual Reality (VR) and AR or augmented reality (AR) are both promising in the near future for marketing, gaming, e-commerce, education, and a range of other fields. Both technologies are famous as a way to enhance the experience that incorporates both virtual and real-world elements as in enhancing 3D images. While the two technologies are often confused, there are some fundamental differences between the two.
There are distinct differences between AR and VR like the fact that while AR utilizes an actual environment however VR is completely virtual. The system is in charge of VR users, while AR users control their location in the real world. While VR requires the headset AR is accessible with the smartphone.
Demand Outlook
The increasing need in AR devices and applications for healthcare is driving the market expansion. In the field of healthcare Augmented reality is a key element. AR can allow surgeons to have a simulated image of the patient's body parts which allows them to determine their health.
This will aid the surgeon in performing less invasive surgeries. Healthcare industry is predicted to gain from the use of augmented reality as well as 3D visualisation. The growth of the Augmented And Virtual Reality (AR VR) market is motivated by the usage of AR to improve fitness levels as well as teaching complex topics to medical students, training physicians, managing pharmacies as well as caring for and supporting patients when they leave hospital.
The growing demand for high-tech devices in the field of medical training, management of patient care and education, increasing the use of retail, shopping online, as well as e-commerce. The increasing number of investments made by major tech companies for the use of AR and VR as well as the widespread use of displaying digital information in a variety of AR applications are expected to increase the development of the Augmented And Virtual Reality (AR VR) market for the retail sector over the period 2023-2030.
Furthermore, in the time frame, emerging patterns in smart manufacturing along with a growing tourism and travel industry will create more opportunities that will result in an expansion in the Augmented And Virtual Reality (AR VR) market for retail. Yet, AR apps' navigation performance is hampered due to the lack of a user interface for users and concerns about privacy and security associated with security and privacy issues that are associated with Augmented And Virtual Reality (AR VR) market.
The field of virtual reality and augmented reality is plagued by privacy and security concerns. These concerns are due to inefficiencies within AR development, and also due to the lack of care and mismanagement of AR app developers as well as end-users. Only a handful of AR applications are able to secure users' identities and privacy. The most significant issue is that there aren't any guidelines that outline the rules and regulations for using AR. AR environment.
Additionally the application of augmented reality to architecture is becoming more and more common. The increasing need for augmented reality in architecture will provide a huge expansion opportunity for the virtual and augmented reality industries. Digital data can be projected onto architectural models with the augmented reality. It is also possible to gain a better understanding of the interior of a structure even though the design is in its beginning stages.
Key Takeaway
- Based on the type of device and type, the devices that use gesture control were the most lucrative in 2022. It is expected to increase.
- Based on what type of service the software market is expected to expand at the highest CAGR of 40.01 percent from 2023 until 2030.
- Based on kind of offering the software segment accounted for the highest revenue share of 57% in 2022.
- The Asia Pacific region is expected to have a significant market share in VR and experience faster expansion.
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Market Dynamics
Growth Drivers
The demand for Augmented Reality in the retail and online e-commerce industry The demand for augmented reality in retail and e-commerceDue to the outbreak that has swept the internet, shopping online is becoming increasingly sought-after. Because many websites had return procedures blocked during the outbreak the virtual try-ones for cosmetics and jewelry lets shoppers test whether they liked the products. The convenience of shopping was enhanced by this. The ease of shopping will boost the demand for this service and, consequently can help to boost the expansion of market for Augmented Reality. Augmented reality technology makes it simpler for consumers to be content.
Modern technologies and increasing digitization Digitalization and technology development are the primary factors behind the use of cutting-edge technology in industries such as manufacturing healthcare, retail, and manufacturing.
To achieve an edge in the market, companies as well as enterprises have been able to reduce manufacturing costs and reduce time because of technological advances. In particular, the 3G along with 4G have lowered cost of operations for small companies to enable them to connect with their customers. The demand for digitalization is also fueled by the increasing use in mobile phone.
Restraints
Health problems attributed to an excessive AR use - The incidence of AR-related diseases is increasing due to gamers using excessively AR and the development games with new devices, and techniques. Due to the way that captivating and addicting AR games can be they can cause difficulties such as anxiety eye strain, fatigue weight gain, inattention.
Due to the technology's immersion, long-term utilization of the AR headset can cause anxiety or stress. People who use AR technology could become stressed and even sick because of the damaging electromagnetic radiation they're exposed to.
Opportunities
Opportunities for enterprise applications Opportunities in enterprise applications There's a plethora of possibilities in corporate apps. One of the major factors in the growth of the enterprise sector within AR will be the AR industry will come from the substantial investments made by companies on intelligent producing. Businesses with manufacturing facilities spread across the nation can take advantage of AR and employ a handful of engineers to oversee the entire set-up.
It is possible to manage companies more efficiently via remote collaboration using AR technology that allows remote access to control equipment as well as other facilities. Concerning the educational uses for technicians and other employees of enterprises as well as for enterprise AR also has other significant applications. Employees will be able to achieve more efficiently by using heads-up displays as well as Smart helmets that comprehend blueprints and instructions, and provide live information in real time.
Permeation of HMDs within training Devices and technology that allow for virtual reality could be used to monitor the workflow of a factory to ensure that work is done on time and products are produced. Supervisors can use the technology of virtual reality to safeguard employees' safety by monitoring their movements and obtaining alerts in potential danger zones.
Utilizing VR the manager or supervisor in an industry or factory could also facilitate training sessions for employees. The market for VR has the potential to grow in the coming years due to the increased utilization of this technology within industries.
Augmented Reality and Virtual Reality Market Segment Analysis
Device Type Insights
The market for gesture-control devices was a major contributor to revenues in 2022, and is predicted to grow steadily over the forecast time. Users are able to operate gadgets and move objects through virtual reality using their hands or other body parts due to technology and interfaces that use gestures. In comparison to the simple user interfaces such as the keys and mice, it creates an even deeper bond between computers and humans.
The adoption of high-efficiency gesture control devices provides benefits that have been spotted across various industries and industries. As opposed to a more user-friendly built-in system, as well as a reduced risk of causing accidents because it allows drivers to keep their eyes focused on the road Hand gesture recognition device allows doctors to edit digital images in medical procedures. These benefits have attracted significant players to the market, and encourages the growth of this sector.
Offering Type Insights
The year 2022 was the time that the sector of hardware had the highest revenue share with a 59.8 percent of the market, and it is predicted that it will dominate the market for the next five years. The hardware sector has a dominant position in the market due to the growing usage of AR devices across a variety of sectors and industrial verticals, such as healthcare, education, construction and retail.
For example, medical solutions supplier AccuVein Incorporated is leveraging AR-based solutions to assist medical professionals find a vein in a patient to administer the treatment via intravenous or collect blood samples for tests, for instance. As more companies make big investment in modern AR products and solutions there is a growing demand for equipment that can support AR (AR) doesn't appear to be waning.
Over the projected time in the forecast period, the software market is predicted to expand at the fastest CAGR of 41.8 percent. Because of the outbreak and the rise of AR technology, it is becoming more commonplace throughout our daily lives. For instance, the non-touch and immersive experience that is made possible through AR technology is a boon for remote workers as well as students.
As the augmented real-time (AR) technology advances mobile devices can now effortlessly and easily utilize it. To build simple yet complete AR solutions developers are making use of the more powerful processing power enabled by the latest technology and software.
End Use Insights
Thanks to advances in technology such as AR and VR entertainment and gaming sectors were among the first industries to benefit from and fully benefit from the potential of digital reality that is evolving into an immersive and interactive style of entertainment. AR as well as VR have transformed everything from better gaming experiences to the latest applications for smartphones and television.
The industry of immersive video that focuses on improving and creating films, TV shows, and other kinds of content, also includes VR as an important element. Although AR has been demonstrated as a game-changer and a lucrative technology for immersive that can benefit the entertainment and gaming industries over the long term, VR has gained a significant amount of attention due to its immersive features.
Smartphones that have camera filters often utilize the augmented reality (AR) technology for social media platforms such as Snapchat, Instagram, and Facebook. These filters apply filters based on the images captured by the camera, using computer vision technology that utilizes the active model of shape to classify objects, as well as a facial recognition feature.
Competitive Landscape of the Augmented Reality and Virtual Reality Market
- Blippar Limited
- Infinity Augmented Reality Limited
- Niantic, Inc.
- Zappar Limited.
- Magic Leap, Incorporated
- Wikitude GmbH
- HTC
- Google LLC
- Apple, Inc.
- Sony Corporation
- Vuzix Corporation
- Samsung Electronics Co. Ltd
- Microsoft Corporation
- Reality Inc.
- Oculus VR LLC
- DAQRI LLC
- Osterhout Design Group Inc. (ODG)
Recent Developments in Augmented Reality and Virtual Reality Market
Oct 25, 2023: Google launches AR beauty tools for shoppers and brands
Sep 26, 2023: Matrix Partners India promotes three principals to managing directors
October 2022: Micledi Microdisplays, a leading developer of microLED displays for augmented reality (AR) glasses, and Kura Technologies, one of the top global innovators in AR headsets, announced a collaboration to manufacture AR glasses. The new glasses are designed by Kura and incorporate MICLEDI’s unique 300mm microLED displays to achieve the performance required for Kura’s next generation of AR glasses.
HTC released a wrist tracker for the Vive Focus 3 in January 2022. This wearable gadget aids in tracking through infrared LEDs that are detected optically by the device's built-in camera sensors. Using high-frequency IMU data and a sophisticated kinetic model, tracker movements and trajectories can be monitored even when the tracker is hidden from the camera's view.
In December 2021, Google announced and added a brand-new addition to its collection of augmented reality (AR) devices by creating AR smart glasses that give users access to more information, animation, videos, and more lifelike experiences by superimposing digital or computer-generated content over their actual surroundings.
January 2021, In Europe, patents for Samsung’s bug-eye VR headset were obtained. It appears to be much more ergonomic than previous Samsung headsets and to be more accurate, most competing headsets and controllers come with gleaming silver joysticks.
In October 2020, Lenovo Group Limited collaborated with Varjo Technologies, provider of virtual reality and mixed reality headset, to become a reseller of Varjo’s human-eye resolution VR and XR headsets
Epson America, Inc., a division of Japan's Seiko Epson Corporation, partnered with 3D HoloGroup (US), a company that specialises in AR software architecture and systems integration, to sell Epson's AR glasses in March 2020.
PTC acquired TWNKLS (Netherlands), a provider of practical AR solutions for Industry 4.0, in June 2019 to accelerate the development of AR enterprise apps.
Microsoft released the second-generation HoloLens, the HoloLens 2, in May 2019. The HoloLens 2 complete set includes free trials of Unity Pro, Azure credits, and the Unity PiXYZ CAD data plugin. In addition, the company announced Unreal Engine 4 support for HoloLens 2, which will provide customers with a more realistic experience.
In December 2017, SEGA Entertainment, which is one of the leading interactive company and StarVR, a Augmented Reality and Virtual Reality solutions provider entered into a collaboration to bring StarVR arcade experiences to existing SEGA Game Center locations throughout Japan.
In October 2017, WITHIN, which is AR and VR entertainment and technology Company entered into collaboration with Universal Music Group, which is a music-based entertainment announced with an objective to create multiple immersive experiences that will be distributed on WITHIN’s app of the Augmented Reality and Virtual reality.
In September 2016, Sony Pictures entered into partnership with Reality One, which is an immersive media content studio in order to produce and finance a slate of AR and VR content.
Regional Insights
By 2022 Asia Pacific is expected to have a significant market share for VR, and experience faster growth than other regions around the globe. This is due to the fact that some countries in the region, like China, Japan, and South Korea, have been focused on training, medical assistance, and e-learning to clients using virtual reality technology and its market share VR within the Asia Pacific region was significant at the time of the initial year or 2022.
However, some countries such as India are at the point of starting to embrace new technologies and integrate them into various industries. This could mean that the region will be more rapid in developing in the market for virtual reality during the forecast time.
The inventory of AR and VR devices as well as the manufacturers and suppliers of their components, were shattered and shaken by the outbreak and spread of COVID-19. For example COVID-19 spread to other countries.
COVID-19 epidemic in the US resulted in lockdown measures which included the closing of manufacturing facilities and warehouses and affected the exports of many companies to international markets and shipment. The COVID-19-related locking measures across a variety of countries all over the world also resulted in an increase in inventory levels among vendors of AR and VR component devices. However, the sudden shift in the culture of work towards digital platforms has led to an explosion in AR and VR industry.
Segments Covered in the Augmented Reality and Virtual Reality Market
Augmented Reality and Virtual Reality Market By Device Type
- AR technology
- VR Technology
Augmented Reality and Virtual Reality Market By Offering Type
Augmented Reality and Virtual Reality Market By End Use
- Aerospace & Defense
- Consumer
- Commercial
- Enterprise
- Gaming and Entertainment
- Healthcare
- Others
Augmented Reality and Virtual Reality Market By Region
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East & Africa (MEA)
Frequently Asked Questions:
What is the augmented reality and virtual reality market size?
Global Augmented Reality and Virtual Reality Market is expected to grow rapidly at a 24.8% CAGR consequently, it will grow from its existing size of from $71 Billion in 2023 to $301 Billion by 2030.
Who are the prominent players operating in the augmented reality and virtual reality market?
The major players operating in the augmented reality and virtual reality market are Microsoft, Google LLC, Apple, Inc., Sony Corporation, Blippar Limited, Infinity Augmented Reality Limited, Niantic, Inc., Zappar Limited., Magic Leap, Incorporated, Wikitude GmbH
Which are the driving factors of the augmented reality and virtual reality market?
The driving factors of the augmented reality and virtual reality market are the rising demand for augmented reality in retail and e-commerce and advanced technologies and growing digitization.
Which region will lead the global augmented reality and virtual reality market?
Asia Pacific region will lead the global augmented reality and virtual reality market during the forecast period 2023 to 2030.
- SUMMARY
1.1. Augmented Reality and Virtual Reality Market Overview
1.2. Key Insights
1.3. Report Scope
1.4. Research Methodology
1.5. Frequently Asked Questions
1.6. Chapter Outlines
- DECISION-MAKING SUMMARY
- INTRODUCTION
3.1. Overview of Augmented Reality and Virtual Reality
3.2. Key Historical Events
3.3. Structure
3.4. Biochemical Interaction
3.5. Target Indications
3.6. Advantages of Augmented Reality and Virtual Reality
3.7 Challenges associated with Augmented Reality and Virtual Reality
3.8. Future Perspectives.
- MARKET LANDSCAPE
4.1. Methodology
4.2 Augmented Reality and Virtual Reality: Developer Landscape
4.2.1. Analysis by Year of Establishment
4.2.2. Analysis by Company Size
4.2.3. Analysis by Location of Headquarters (Region-wise)
4.2.4. Analysis by Location of Headquarters (Country-wise)
4.2.5. Analysis by Year of Establishment, Company Size and Location of Headquarters (Region-wise)
4.2.6. Most Active Players
- COMPANY
5.1. Company Overview
5.1.2 Management Team
5.1.3. Product Portfolio
5.1.4. Recent Developments and Future Outlook
- PARTNERSHIPS AND COLLABORATIONS
6.1. Partnership Models
6.2. Augmented Reality and Virtual Reality: Partnerships and Collaborations
6.2.1. Analysis by Year of Partnership
6.2.2. Analysis by Type of Partnership
6.2.3. Analysis by Year and Type of Partnership
6.2.4. Analysis by Type of Partner
6.2.5. Analysis by Year of Partnership and Type of Partner
6.2.6. Analysis by Type of Partnership and Type of Partner
6.2.7. Analysis by Type of Partner and Parent Company Size
- ACADEMIC GRANTS ANALYSIS
7.1. Methodology and Key Parameters
7.2. Augmented Reality and Virtual Reality: Academic Grants Analysis
7.2.1. Analysis by Year of Grant Award
7.2.2. Analysis by Amount Awarded
7.2.3. Analysis by Funding Institute Center
7.2.4. Analysis by Support Period
7.2.5. Analysis by Funding Institute Center and Support Period
7.2.6. Analysis by Type of Grant Application
7.2.7. Analysis by Purpose of Grant
- PUBLICATION ANALYSIS
8.1. Analysis Methodology and Key Parameters
8.2. Augmented Reality and Virtual Reality: Publication Analysis
8.2.1. Analysis by Year of Publication
8.2.2. Analysis by Type of Publication
8.2.3. Analysis by Type of Conjugate
8.2.4. Analysis by Target Indication
8.2.5. Analysis by Copyright Holder
8.2.6. Word Cloud: Emerging Focus Area
8.2.7. Most Active Publishers: Analysis by Number of Publications
- SUCCESS PROTOCOL ANALYSIS
9.1. Methodology and Key Parameters
9.2. Key Assumptions and Scoring Criteria
9.3. Success Protocol Analysis
9.4. Assessment of Approved Augmented Reality and Virtual Reality
- Appendix 1: Tabulated Data
- Appendix 2: List of Companies
- Blippar Limited
- Infinity Augmented Reality Limited
- Niantic, Inc.
- Zappar Limited.
- Magic Leap, Incorporated
- Wikitude GmbH
- Google LLC
- Apple, Inc.
- Sony Corporation
- Vuzix Corporation
- Samsung Electronics Co. Ltd
- Microsoft Corporation
- Reality Inc.
- Oculus VR LLC
- DAQRI LLC
- Osterhout Design Group Inc. (ODG)