Augmented Reality and Virtual Reality (ARVR) Market Growth, Size, Analysis, Outlook by Trends, Opportunities and Forecast to 2030
How big is Augmented Reality and Virtual Reality Market ?
According to projections, the market for?Augmented Reality and Virtual Reality Market?would be worth over USD 2,174.18 billion by 2030, growing at a CAGR of 46.74% between 2022 and 2030.
Augmented Reality (AR) and Virtual Reality (VR) are two distinct but related technologies that offer immersive experiences to users.
AR refers to the integration of digital information with the user's environment in real-time. It involves overlaying computer-generated content, such as images, sounds, and text, onto the user's view of the real world. AR can be experienced through mobile devices or special AR glasses, which enable users to interact with digital objects as if they were part of the physical world.
On the other hand, VR is a technology that creates a simulated, computer-generated environment that users can interact with. It typically involves the use of a headset that covers the user's eyes and ears, and sometimes their hands, allowing them to be fully immersed in the virtual world. Users can move around and interact with objects in the virtual environment, creating a sense of presence and immersion.
AR and VR are often grouped together as ARVR, as they share similarities in terms of the technology and experiences they offer. Both technologies have been used in a variety of industries, including gaming, education, healthcare, and retail. In gaming, VR is used to create immersive gaming experiences, while AR can enhance gameplay by overlaying digital information on the real world. In education, VR can transport students to virtual environments, while AR can offer interactive learning experiences. In healthcare, VR can be used for medical training, while AR can help doctors visualize patient data in real-time.
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Key Players
Some of the key market players are Blippar, Google LLC, EON Reality Inc., Hewlett-Packard Company, Augmented Pixels Inc., DAQRI LLC, Terminal Eleven (SkyView), Wikitude GmbH, Sony Corporation, awe.org Pty Ltd (buildar.com), and Zapper Limited
Market Segmentation
The global Augmented Reality and Virtual Reality (AR and VR) Market has been segmented into Technology, Offering, and Vertical
Based on Technology, the global Augmented Reality and Virtual Reality (AR and VR) Market has been segmented into marker-based (passive marker, active marker), marker-less (model-based, image processing-based), anchor-based, virtual reality, non-immersive, and semi and fully immersive. The semi and fully immersive segment accounted for the Maximum revenue share in the increased reality and virtual reality market. It is also anticipated to have the highest CAGR during the forecast period. The segment's growth can be attributed to the ongoing rush in demand for VR HMDs. In a digital platform, semi and fully-immersive technology repeat real-world surroundings' architecture. It requires using complex simulators, high-resolution displays, and powerful PCs. Students can use VR technology to practice cognitive and motor skills that they will not be talented to do in an educational setting.
Based on Offering, the global Augmented Reality and Virtual Reality (AR and VR) Market has been segmented into hardware, sensors, semiconductor components, displays and projectors, position trackers, cameras, and others (computer/video generator and combiner). The hardware segment had the Maximum revenue share and is anticipated to increase at the highest CAGR in the market during the forecast period. The growing use of smartphones, tablets, and other technologically progressive electronic devices is fueling segment growth.
Based on Vertical, the global Augmented Reality and Virtual Reality (AR and VR) Market has been segmented into consumer electronics, media & entertainment, automotive, healthcare, retail, aerospace & defense, manufacturing, teaching, BFSI, IT & telecommunication, travel & tourism, and real estate. The healthcare segment is projected to upsurge at the fastest rate during the forecast period owing to the wide range of opportunities for VR in the healthcare sector, counting medical marketing, disease consciousness, and medical learning and training. Immersive Touch, Inc. and Osso VR, Inc. offer?virtual reality (VR)?solutions to train medical students and surgeons. Furthermore, virtual surgeries, emergency exercises, and VR anatomy apps are in high demand to aid medical professionals to learn more precisely. Because of the rising demand for VR technology in the gaming and entertainment industries, the consumer segment is anticipated to grow significantly over the forecast period.?
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Regional Analysis
North America dominates the increased and virtual reality market owing to demand from the gaming, entertainment & media, aerospace & defense, trade, and manufacturing industries. Furthermore, major existing players such as Google, Facebook, DAQRI, and others offer cutting-edge solutions in North America. Furthermore, businesses in this region have invested in increased reality, virtual reality, and simulation.
Asia-Pacific is anticipated to grow at the fastest rate during the forecast period. The adoption of AR and VR in this region has been fueled by the introduction of 4G technology and high-speed communication and an upsurge in the number of smartphone users.?
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