Virtual and Augmented Reality Market Competitive Analysis, Growth Factors & Development Status By 2026
The virtual and augmented reality market was valued at US$ 5.16
billion in 2016 and is projected to reach US$ 401.8 billion by 2025, according
to a new market research report Virtual and Augmented Reality
Market by Component (Software and Hardware [Head Mounted Device, Input
Systems]), by Application (Videogames, Engineering, Healthcare, Live Events,
Video Entertainment, Real State, Retail, Military, and Training &
Education), and Geography-Global Forecast to 2025 by Coherent Market
Insights.
Virtual reality is a technology to generate a three dimensional
digital environment to provide realistic experience to the user. Similarly,
augmented reality is experiencing actual reality amplified with virtual data
and images, which exists at the same time in the real world. Increasing
adoption of virtual reality in various applications is one of the key factors
for growth of the market. Therapy, games, and movies are some of the
applications of this technology. Enterprises use this technology for
application in education, training such as virtual meetings, virtual offices
for remote teams, on the job training etc. Moreover the increasing adoption of
head mounted device also accelerates the augmented and virtual reality market
globally, according to coherent market insights in 2016, 14.9 million units of
head mounted devices have sold globally.
The gaming segments held the dominant position in 2016 and is
projected to retain its dominance throughout the forecast period. The rising
demand for virtual reality based games and supportive platforms is a major
factor for growth of the segment. For example in 2016, Sony launched a
PlayStation VR in the market. In addition to this the increasing global gaming
market also fuels the augmented and virtual reality market globally. According
to Coherent Market Insights in 2016, the global gaming market generated revenue
of US$ 101 billion globally.
Among components, the hardware segment held the dominant position
in 2016 and is projected to retain its dominance throughout the forecast
period. Due to highly adoption of head mounted devices for various applications
such as gaming, live streaming, education, and marketing, the segment is
expected to retain its dominance throughout the forecast period. According to
Coherent Market Insights, by 2018, head mounted devices sales is projected to
reach 38.8 million units globally.
Various enterprises are providing virtual reality technology for
offering relatively better retail experience to its tech savvy customers. For
examples: NIKEiD is an online service provided by Nike. Through this, customers
can customize shoes online before purchasing. Similarly, the Audi has adopted
the technology by permitting users to use head mounted devices to see the
interior of the vehicles. Companies are increasingly using virtual and
augmented reality for construction and architectural application. Through this
technology, companies can show their model structure before investing high
capital in various projects.
Browse more about the research report
@ https://www.coherentmarketinsights.com/market-insight/virtual-and-augmented-reality-market-1106
North America region held the dominant position in the virtual and
augmented reality market in 2016 and is projected to retain its dominance throughout
the forecast period. The U.S. and Canada are growth engines in the region.
According to Coherent Market Insights, in 2017, spending on augmented and
virtual reality in the U.S. is estimated to be pegged at around US$ 3.2 billion
Some of the major players in the global virtual and augmented
reality market are Blippar Inc., Cyberglove Systems LLC., Daqri LLC, EON
Reality, Inc., Google Inc., Infinity Augmented Reality Inc., Magic Leap, Inc.,
Meta Company, Metaio GmbH, Microsoft Corporation, Oculus VR, LLC, Osterhout
Design Group (ODG), Qualcomm Inc., Samsung Electronics Co., Ltd., and Vuzix
Corporation.
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