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Virtual and Augmented Reality Market Investment Feasibility, Production Cost Analysis and Trends 2026

 

Seattle, WA -- (SBWIRE) -- 11/04/2019 -- Worldwide Market Reports presents Virtual and Augmented Reality Market report for the forecast period 2019 - 2026. The report offers drivers, restraints, opportunities, and current trends prevalent in the Virtual and Augmented Reality Industry. The Virtual and Augmented Reality Market report highlights the in-depth information regarding major players operating in the market such as manufacturers, raw material suppliers, equipment suppliers, end users, traders, and distributors and includes the current standing of the players in the market in terms of revenue and Y-o-Y growth.

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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 Worldwide Market Reports.

The Virtual and Augmented Reality Market report also focuses on various organic and inorganic strategies such as product development and upgrade, mergers, acquisition, collaboration, and partnership adopted by the market players. The Virtual and Augmented Reality Market report will aid clients to plan their upcoming product expansion and various other strategies. The Virtual and Augmented Reality Market report is drafted keeping in mind the various needs of clients by using effective approaches such as primary and assistive technologies for research and development in the global market domain. On the basis of region, the market is divided into: North America, Latin America, Europe, Asia Pacific, The Middle East, Africa.

Outstanding Key Players-
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.

Snaps From the Report:
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.

Browse 40 Market Data Tables and 60 Figures spread through 300 Pages and in-depth TOC on "Virtual and Augmented reality Market by Component (Software, Hardware), by Hardware (Head Mounted Device, Input Systems), by Application (Videogames, Engineering, Healthcare, Live Events, Video Entertainment, Real State, Retail, Military, Training & Education), and Geography-Global Forecast to 2025"

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Key Takeaways of the Virtual and Augmented Reality Market:

Global 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, exhibiting a CAGR of 62.24% over the forecast period
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.

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

Secondary Research Model

Our team gathers substantial date at the beginning of the research process, which is then further cumulated. Every detail in the data is verified and refined with the help of an internal database, paid resources, and reliable industry journals. Furthermore, the data is checked and validated by our industry experts to provide a complete idea of the Microprocessor market taxonomy. To understand the overall chain value of the market, methodical research is required. That is why we make sure that our research will hold a substantial value and would benefit the marketers.

Primary Research Insights

Every detail of the data gathered and computed in the secondary research is validated in the primary research. Industry experts are conferred for statistical analysis of all the numbers and figures. Moreover, we also consult with entire value while verifying the data including manufacturers, raw materials suppliers, local vendors, transports, wholesale dealers, distributors, and stakeholders. This helps to provide more compressive data of the Microprocessor market. We ensure that our research is not limited to a certain extent and trivial information is not provided. Current trends, restraints, drivers, and growth opportunities of the Microprocessor market are also computed through primary research.

Market Estimation

The market estimation process is conducted with the data obtained from secondary and primary research. This includes market top-down, bottom-up approach, and market breakdown. Different statically analyses are carried our such as future market size, computation of CAGR, and market distribution. Different macroeconomic factors are considered during these computations namely gross national product (GNP), unemployment rates, and consumer price index. Each data is validated through the process of data triangulation method for the final market estimation.

Final Presentation

This marks the penultimate stage of the research process that includes a complete report for the Microprocessor market. The document includes an exhaustive market report with representation geographical trends with a comprehensive presentation. This market report can assist marketers to make strategic decisions.

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