封面
市场调查报告书
商品编码
1371954

到 2030 年的全球扩增实境/虚拟实境市场预测:按设备类型、组件、公司、技术、用途、最终用户和地区进行的全球分析

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个工作天内

价格

根据Stratistics MRC预测,全球扩增实境和虚拟实境市场预计2023年将达到565.5亿美元,2030年将达到6,949.9亿美元,年复合成长率为43.1%。

扩增实境(AR) 透过将 3D 模型、文字和动画等数位内容迭加到物理世界上来丰富现实世界环境。要体验扩增实境,您可以使用各种设备,包括智慧型手机、智慧眼镜和平抬头显示器。另一方面,虚拟实境 (VR) 透过让人们沉浸在完全由电脑生成的环境中,将人们与现实世界隔离。具有高解析度萤幕、运动追踪感应器和常用手控制器的专用 VR 安全帽通常用于此目的。

根据国际资料公司的数据,AR/VR在2020年创造了120亿美元的收益,预计到2024年将增加至728亿美元。目前,80%的收益来自游戏产业,美国有5740万VR消费者和9,090万AR消费者。

零售和电子商务对扩增实境(AR) 的需求不断增长

AR 在零售和电子商务中的整合正在推动创新并创造更具吸引力和互动性的购物体验。 AR 应用程式可以提供有关客户行为、偏好和互动的有价值的资料。此外,提供 AR 功能可以提高客户忠诚度。 AR 技术打破了地理障碍,让零售商接触到世界各地的人们。此外,个人化建议、3D 产品展示和互动式购物体验正在推动更广泛的 AR/VR 市场的成长。

隐私和安全问题

AR/VR 设备通常会收集有关使用者的敏感资料,包括资讯、行为和偏好。用户在使用 AR/VR 应用程式资讯可能会无意中共用个人或资讯。一些 AR/VR 设备能够录製音讯、视讯和互动。此外,AR/VR 设备通常连接到互联网,因此容易受到骇客攻击和诈欺的存取。因此,保护这些资料免遭诈欺的存取并确保用户隐私是一项挑战。

HMD在训练中的普及

虚拟实境设备和技术可用于监控工厂工作流程并确保工作按时完成并生产产品。监督可以利用虚拟实境技术追踪员工的行踪并接收潜在危险区域的警报,以确保员工的安全。使用 VR,工厂和行业的经理和监督还可以为员工举办培训课程。这为虚拟实境的扩展创造了机会。

健康问题的风险

游戏玩家过度使用 AR 以及新游戏硬体和技术的发展正在增加 AR 相关疾病的发生率。 AR 游戏如此引人入胜、令人上瘾,以至于可能会导致焦虑、眼睛疲劳、体重增加和注意力不集中等问题。由于 AR 技术的沉浸式特性,长时间使用 AR 耳机可能会导致压力和紧张。暴露于危险的电磁辐射。所有这些因素都阻碍了市场的成长。

COVID-19 的影响

随着越来越多的公司进行远距工作并越来越多地转向采用虚拟实境/扩增实境技术,COVID-19大流行极大地推动了市场成长率。此外,由于学校和大学等教育机构的关闭,对线上教育的需求增加。此外,扩增实境和虚拟实境也被用于新的医疗保健应用,包括远端医疗、现场护理和居家医疗。这为疫情后的产业带来了潜在的机会。

虚拟实境设备市场预计将在预测期内成为最大的市场

由于医疗保健和游戏用途的增加,虚拟实境设备领域预计将出现良好的成长。手势追踪设备在虚拟实境设备领域发挥重要作用。这些装置可撷取并解释使用者的手势和动作,并将其转换为虚拟实境 (VR) 或扩增实境(AR) 设定中的命令和互动。手势控制的直觉性为游戏玩法带来了新的可能性,并已成为许多 VR 和 AR 游戏应用程式的核心功能。

媒体和娱乐领域预计在预测期内年复合成长率最高

媒体和娱乐领域预计在预测期内年复合成长率最高。扩增实境(AR) 和虚拟实境 (VR) 对媒体和娱乐产业产生重大影响。 AR 和 VR 正在改变内容的创建和消费方式,为用户提供身临其境型的体验。 AR 和 VR 大大扩展了媒体和娱乐产业的创造力和观众参与度的可能性。

比最大的地区

由于企业用户广泛接受 AR 设备以提高生产力和准确性,预计北美在预测期内将占据最大的市场占有率。北美地区在 VR 应用的规模和收益方面也处于全球领先地位。此外,众多专注于 AR 设备和解决方案的全球公司正在向美国扩张,包括 PTC Inc.、Magic Leap、微软和Google。综合起来,这些因素使北美成为全球 AR 市场的主导者。

复合年复合成长率最高的地区

预计亚太地区在预测期内的年复合成长率最高。中国是世界上成长最快的经济体之一。中国涌现许多新兴企业,使中国成为 AR&VR 市场的主要参与者。此外,韩国和日本以其游戏和娱乐产业而闻名。随着人们对 AR/VR 技术兴趣的增长,印度开始成为一个充满希望的市场。此外,高人口密度和广泛的行动互联网人口使得虚拟实境与产业应用整合发展的协作成为重要的成长促进因素。

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如果您订阅此报告,我们将为您提供以下免费自订选项之一:

  • 公司简介
    • 其他市场公司的综合分析(最多 3 家公司)
    • 主要企业SWOT分析(最多3家企业)
  • 区域分割
    • 根据客户兴趣对主要国家的市场估计、预测和年复合成长率(註:基于可行性检查)
  • 竞争基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第1章执行摘要

第2章前言

  • 概述
  • 利害关係人
  • 调查范围
  • 调查方法
    • 资料探勘
    • 资料分析
    • 资料检验
    • 研究途径
  • 研究来源
    • 主要研究来源
    • 二次研究来源
    • 先决条件

第3章市场趋势分析

  • 促进因素
  • 抑制因素
  • 机会
  • 威胁
  • 技术分析
  • 应用分析
  • 最终用户分析
  • 新兴市场
  • 新型冠状病毒感染疾病(COVID-19)的影响

第4章波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代的威胁
  • 新进入者的威胁
  • 竞争公司之间的敌对关係

第5章全球扩增实境与虚拟实境市场:按设备类型

  • 扩增实境设备
    • 抬头显示器
    • 头戴式显示器
    • 手持装置
  • 虚拟实境设备
    • 头戴式显示器
    • 手势追踪装置
    • 显示墙和投影仪

第6章全球扩增实境与虚拟实境市场:按组成部分

  • 硬体
    • 感应器
    • 处理器
    • 控制器
    • 相机
    • 半导体零件
    • 位置追踪器
    • 其他的
  • 软体
    • 软体开发工具包
    • 平台

第7章全球扩增实境与虚拟实境市场:依公司划分

  • 小本生意
  • 中型公司
  • 大型企业

第8章全球扩增实境与虚拟实境市场:依技术分类

  • 扩增实境技术
  • 虚拟实境技术

第9章全球扩增实境与虚拟实境市场:依用途

  • 消费者
  • 公司

第10章全球扩增实境与虚拟实境市场:依最终用户分类

  • 家用电器
  • 媒体娱乐
  • 卫生保健
  • 零售
  • 航太/国防
  • 汽车
  • BFSI
  • 资讯科技/通讯
  • 教育
  • 製造业
  • 房地产
  • 旅游/旅游

第11章全球扩增实境与虚拟实境市场:按地区

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东/非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东/非洲

第12章进展

  • 合约、伙伴关係、协作和合资企业
  • 收购和合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第13章公司简介

  • 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.