Augmented Reality (AR) and Virtual Reality (VR) Market By Offering, By Type, By Application, By Region – Global Opportunities and Forecast, 2021-2028
AR and VR Market Size & Analysis Report by Type (AR and VR), By Offering (Hardware and Software), By Application (Consumer (Gaming), Consumer (Video), Retail & Marketing, Transportation & Automotive, Education, Manufacturing & CPG, Healthcare, Government, and Others (Enterprise, Utilities & Energy)), and By Region
1. Executive Summary
1.1. Key Market Insights
2. Introduction
2.1. Study Objectives
2.2. Market Definition
2.2.1. Market Covered
2.2.2. Regional Coverage
2.2.3. Study Years & Currency
2.3. Market Stakeholders
2.4. Key Questions this Study will Answer
2.5. GMI Research’s Approach & Methodology
2.5.1. Research Data
2.5.2. Primary Data
2.5.3. Demand Side and Supply Side Analysis
2.5.4. Market Size Estimation
2.5.5. Research Assumptions
3. Global AR and VR Market- Overview
3.1. Introduction
3.2. Market Segmentation
3.3. Value Chain Analysis
3.4. Market Drivers
3.5. Market Restraints
3.6. Market Trends
4. Global AR and VR Market Revenue Forecast till 2028
5. Global AR and VR Market by Type Revenue Forecast till 2028
5.1. AR
5.2. VR
6. Global AR and VR Market by Offering Revenue Forecast till 2028
6.1. Hardware
6.2. Software
7. Global AR and VR Market by Application Revenue Forecast till 2028
7.1. Consumer (Gaming)
7.2. Consumer (Video
7.3. Retail & Marketing
7.4. Transportation & Automotive
7.5. Education
7.6. Manufacturing & CPG
7.7. Healthcare
7.8. Government
7.9. Others (Enterprise, Utilities & Energy)
8. Global AR and VR Market by Region Forecast till 2028
8.1. North America AR and VR Market Revenue Forecast till 2028
(Option 1: As a part of the free 25% customization)
8.1.1. North America AR and VR Market by Type
8.1.1.1. AR
8.1.1.2. VR
8.1.2. North America AR and VR Market by Offering
8.1.2.1. Hardware
8.1.2.2. Software
8.1.3. North America AR and VR Market by Application
8.1.3.1. Consumer (Gaming)
8.1.3.2. Consumer (Video
8.1.3.3. Retail & Marketing
8.1.3.4. Transportation & Automotive
8.1.3.5. Education
8.1.3.6. Manufacturing & CPG
8.1.3.7. Healthcare
8.1.3.8. Government
8.1.3.9. Others (Enterprise, Utilities & Energy)
8.1.4. US AR and VR Market All-Up
8.1.5. Canada AR and VR Market All-Up
8.2. Europe AR and VR Market Revenue Forecast till 2028
(Option 2: As a part of the free 25% customization)
8.2.1. Europe AR and VR Market by Type
8.2.1.1. AR
8.2.1.2. VR
8.2.2. Europe AR and VR Market by Offering
8.2.2.1. Hardware
8.2.2.2. Software
8.2.3. Europe AR and VR Market by Application
8.2.3.1. Consumer (Gaming)
8.2.3.2. Consumer (Video
8.2.3.3. Retail & Marketing
8.2.3.4. Transportation & Automotive
8.2.3.5. Education
8.2.3.6. Manufacturing & CPG
8.2.3.7. Healthcare
8.2.3.8. Government
8.2.3.9. Others (Enterprise, Utilities & Energy)
8.2.4. UK AR and VR Market All-Up
8.2.5. Germany AR and VR Market All-Up
8.2.6. France AR and VR Market All-Up
8.2.7. Spain AR and VR Market All-Up
8.2.8. Rest of Europe AR and VR Market All-Up
8.3. Asia-Pacific AR and VR Market Revenue Forecast till 2028
(Option 3: As a part of the free 25% customization)
8.3.1. Asia-Pacific AR and VR Market by Type
8.3.1.1. AR
8.3.1.2. VR
8.3.2. Asia-Pacific AR and VR Market by Offering
8.3.2.1. Hardware
8.3.2.2. Software
8.3.3. Asia-Pacific AR and VR Market by Application
8.3.3.1. Consumer (Gaming)
8.3.3.2. Consumer (Video
8.3.3.3. Retail & Marketing
8.3.3.4. Transportation & Automotive
8.3.3.5. Education
8.3.3.6. Manufacturing & CPG
8.3.3.7. Healthcare
8.3.3.8. Government
8.3.3.9. Others (Enterprise, Utilities & Energy)
8.3.4. China AR and VR Market All-Up
8.3.5. India AR and VR Market All-Up
8.3.6. Japan AR and VR Market All-Up
8.3.7. Rest of APAC AR and VR Market All-Up
8.4. RoW AR and VR Market Revenue Forecast till 2028
(Option 4: As a part of the free 25% customization)
8.4.1. RoW AR and VR Market by Type
8.4.1.1. AR
8.4.1.2. VR
8.4.2. RoW AR and VR Market by Offering
8.4.2.1. Hardware
8.4.2.2. Software
8.4.3. RoW AR and VR Market by Application
8.4.3.1. Consumer (Gaming)
8.4.3.2. Consumer (Video
8.4.3.3. Retail & Marketing
8.4.3.4. Transportation & Automotive
8.4.3.5. Education
8.4.3.6. Manufacturing & CPG
8.4.3.7. Healthcare
8.4.3.8. Government
8.4.3.9. Others (Enterprise, Utilities & Energy)
8.4.4. Brazil AR and VR Market All-Up
8.4.5. South Africa AR and VR Market All-Up
8.4.6. Saudi Arabia AR and VR Market All-Up
8.4.7. UAE AR and VR Market All-Up
8.4.8. Rest of world (remaining countries of the LAMEA region) AR and VR Market All-Up
9. Competitive Landscape Analysis
9.1. Porter’s Five Forces Analysis
9.2. Industry – Competitive Landscape
9.3. Market Presence (Intensity Mapping)
9.4. Key Strategic Market Developments
10. Company Profiles (Option 5: Free 25% Customization - Profiles of 5 Additional Companies of your Choice)
10.1. Samsung
10.1.1. Company Overview
10.1.2. Key Executives
10.1.3. Footprint & Employee Strength
10.1.4. Product Offerings
10.1.5. Financials
10.1.6. Key Company Developments
10.2. Google LLC
10.2.1. Company Overview
10.2.2. Key Executives
10.2.3. Footprint & Employee Strength
10.2.4. Product Offerings
10.2.5. Financials
10.2.6. Key Company Developments
10.3. Microsoft Corporation
10.3.1. Company Overview
10.3.2. Key Executives
10.3.3. Footprint & Employee Strength
10.3.4. Product Offerings
10.3.5. Financials
10.3.6. Key Company Developments
10.4. Facebook
10.4.1. Company Overview
10.4.2. Key Executives
10.4.3. Footprint & Employee Strength
10.4.4. Product Offerings
10.4.5. Financials
10.4.6. Key Company Developments
10.5. Intel Corporation
10.5.1. Company Overview
10.5.2. Key Executives
10.5.3. Footprint & Employee Strength
10.5.4. Product Offerings
10.5.5. Financials
10.5.6. Key Company Developments
10.6. Sony Corporation
10.6.1. Company Overview
10.6.2. Key Executives
10.6.3. Footprint & Employee Strength
10.6.4. Product Offerings
10.6.5. Financials
10.6.6. Key Company Developments
10.7. IBM
10.7.1. Company Overview
10.7.2. Key Executives
10.7.3. Footprint & Employee Strength
10.7.4. Product Offerings
10.7.5. Financials
10.7.6. Key Company Developments
10.8. Oracle
10.8.1. Company Overview
10.8.2. Key Executives
10.8.3. Footprint & Employee Strength
10.8.4. Product Offerings
10.8.5. Financials
10.8.6. Key Company Developments
10.9. NVIDIA
10.9.1. Company Overview
10.9.2. Key Executives
10.9.3. Footprint & Employee Strength
10.9.4. Product Offerings
10.9.5. Financials
10.9.6. Key Company Developments
10.10. Xilinx, Inc.
10.10.1. Company Overview
10.10.2. Key Executives
10.10.3. Footprint & Employee Strength
10.10.4. Product Offerings
10.10.5. Financials
10.10.6. Key Company Developments
11. About GMI Research
*Details on Financials might not be available in case of unlisted/private companies.
*The list of companies is based on preliminary research in this report, the companies in the final report may
change based on research findings.
- Published Date: Mar-2022
- Report Format: Excel/PPT
- Report Code: UP296A-00-0420
Licensing Options
Single-User License:
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
Augmented Reality (AR) and Virtual Reality (VR) Market By Offering, By Type, By Application, By Region – Global Opportunities and Forecast, 2021-2028
$ 4,499.00 – $ 6,649.00