Global Augmented and Virtual Reality Hardware Market Overview
According to SPER Market Research, the Global Augmented and Virtual Reality Hardware Market is estimated to reach USD 359.77 billion by 2032 with a CAGR of 25.54%.
The terms "augmented reality" and "AR" refer to an expanded or improved world. Although digitally projected or visually integrated virtual objects or contextual information are present, the user continues to perceive their actual environment. The data processing and virtual content visualization inside AR are only as good as those processes.
Virtual reality (VR) is a 3D computer technology that simulates a user's visual, auditory, and other sensory characteristics to create the impression of real-life circumstances. By employing computer technology to produce right-eye and left-eye pictures of a particular 3D object or scene, virtual reality (VR) simulates natural stereoscopic vision processes. The viewer's brain combines the data from these two viewpoints to produce the impression of three-dimensional space. In this way, VR technology gives the impression that objects on screen have depth and presence that are distinct from the flat image that is projected onto the screen.
In the projected term, the rise in tablet and smartphone use for AR & VR will present attractive potential for this industry. Users are still able to download VR and AR content for their smartphones from Oculus, Google Play, and other suppliers, particularly for AR-capable mobile devices. Mobile apps and 5G will have a significant impact on AR and VR, especially AR. There are intrinsic needs for virtual picture synthesis, processing, and high data transport in AR and VR, particularly VR.
Impact of COVID-19 on the Global Augmented and Virtual Reality Hardware Market
The COVID-19 pandemic has had a mixed impact on the global augmented and virtual reality (AR/VR) hardware market. On one hand, the pandemic has increased the demand for remote collaboration and communication solutions, which has boosted the demand for AR/VR devices. On the other hand, the pandemic has disrupted the supply chain and manufacturing processes of AR/VR devices, leading to production delays and a temporary slowdown in the market. While the pandemic may have caused a temporary slowdown, the report suggests that the market is expected to rebound strongly in the post-pandemic period, driven by increasing adoption of AR/VR devices in various industries, including gaming, entertainment, education, and healthcare.
The gaming industry has been one of the biggest drivers of the AR/VR hardware market during the pandemic, as people turned to gaming as a form of entertainment while staying at home. The education and healthcare industries have also seen an increased adoption of AR/VR devices for remote learning and training, as well as for virtual medical consultations.
However, the pandemic has also disrupted the supply chain and manufacturing processes of AR/VR devices, leading to production delays and a temporary slowdown in the market. In addition, the economic impact of the pandemic has led to reduced consumer spending, which may impact the demand for AR/VR devices in the short term.
Overall, while the COVID-19 pandemic has had a mixed impact on the global AR/VR hardware market, the market is expected to rebound strongly in the post-pandemic period, driven by increasing adoption of AR/VR devices in various industries and the growing need for remote collaboration and communication solutions.
Scope of the Report:
Report Metric | Details |
Market size available for years | 2019-2032 |
Base year considered | 2021 |
Forecast period | 2022-2032 |
Segments covered | By Hardware Type, By Application, By Industry
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Regions covered | Asia-Pacific, Europe, Middle East and Africa, North America, Latin America
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Companies Covered | Apple Inc, Blipper Limited, Bosch group, Google LLC, HTC Corporation, Infinity Augmented Reality limited, Magic Leap Incorporated, Niantic Inc, Samsung, Sony Corporation, Vuzix
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Global Augmented and Virtual Reality Hardware Market Segmentation:
1. By Hardware Type:
- Cameras
- Controllers
- Display Monitors
- Headphones
- Processors
- Sensors
- Others
2. By Application:
- Handheld Devices
- Head Mounted Display
- Head up Display
3. By Industry Vertical:
- Aerospace and defence
- Automotive
- Education and Training
- Gaming and Entertainment
- Healthcare
- Others
4. By Region:
- Asia-Pacific
- Europe
- Middle East
- Africa
- North America
- Latin America
Key Topics Covered in the Report
- Size of Global Augmented and Virtual Reality Hardware Market (FY’2019-FY’2032)
- Overview of Global Augmented and Virtual Reality Hardware Market
- Segmentation of Global Augmented and Virtual Reality Hardware Market By Hardware Type (Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, Others
- Segmentation of Global Augmented and Virtual Reality Hardware Market By Application ( Head Mounted Display, Head up Display, Handled Devices)
- Segmentation of Global Augmented and Virtual Reality Hardware Market By Industry Vertical ( Aerospace and defence, Gaming and Entertainment, Education and Training, Healthcare, Automotive, Others)
- Statistical Snap of Global Augmented and Virtual Reality Hardware Market
- Growth Analysis of Global Augmented and Virtual Reality Hardware Market
- Problems and Challenges in Global Augmented and Virtual Reality Hardware Market
- Competitive Landscape in the Global Augmented and Virtual Reality Hardware Market
- Impact of COVID-19 and Demonetization on Global Augmented and Virtual Reality Hardware Market
- Details on Recent Investment in Global Augmented and Virtual Reality Hardware Market
- Competitive Analysis of Global Augmented and Virtual Reality Hardware Market
- Major Players in the Global Augmented and Virtual Reality Hardware Market
- SWOT Analysis of Global Augmented and Virtual Reality Hardware Market
- Global Augmented and Virtual Reality Hardware Market Future Outlook and Projections (FY’2019-FY’2032)
- Recommendations from Analyst
Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology
2.1 Research data source
2.1.1 Secondary data
2.1.2 Primary data
2.1.3 SPER’s internal database
2.1.4 Premium insight from KOL’s
2.2 Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3 Data triangulation
3. Executive Summary
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.1.4 Challenges
4.2. COVID-19 Impacts of the Global Augmented and Virtual Reality Hardware Market
5. Market variables and outlook
5.1. SWOT analysis
5.1.1 Strengths
5.1.2 Weaknesses
5.1.3 Opportunities
5.1.4 Threats
5.2. PESTEL analysis
5.2.1 Political landscape
5.2.2 Economic landscape
5.2.3 Social landscape
5.2.4 Technological landscape
5.2.5 Environmental landscape
5.2.6 Legal landscape
5.3. PORTER’S five forces analysis
5.3.1 Bargaining power of suppliers
5.3.2 Bargaining power of Buyers
5.3.3 Threat of Substitute
5.3.4 Threat of new entrant
5.3.5 Competitive rivalry
5.4. Heat map analysis
6. Competitive Landscape
6.1 Global Augmented and Virtual Reality Hardware Manufacturing Base Distribution, Sales Area, Product Type
6.2 Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Augmented and Virtual Reality Hardware Market
7. Global Augmented and Virtual Reality Hardware Market, By Hardware Type, 2019-2032 (USD Million)
7.1 Cameras
7.2 Controllers
7.3 Display Monitors
7.4 Headphones
7.5 Processors
7.6 Sensors
7.7 Others
8. Global Augmented and Virtual Reality Hardware Market, By Application, 2019-2032 (USD Million)
8.1 Handheld Devices
8.2 Head Mounted Display
8.3 Head up Display
9. Global Augmented and Virtual Reality Hardware Market, By Industry Vertical, 2019-2032 (USD Million)
9.1 Aerospace and defence
9.2 Automotive
9.3 Education and Training
9.4 Gaming and Entertainment
9.5 Healthcare
9.6 Others
10. Global Augmented and Virtual Reality Hardware Market, By Region, 2019-2032 (USD Million)
10.1 Global Augmented and Virtual Reality Hardware Market Size and Market Share by Region (2019-2025)
10.2 Global Augmented and Virtual Reality Hardware Market Size and Market Share by Region (2026-2032)
10.3 Asia-Pacific
10.3.1 Australia
10.3.2 China
10.3.3 India
10.3.4 Japan
10.3.5 South Korea
10.3.6 Rest of Asia-Pacific
10.4 Europe
10.4.1 France
10.4.2 Germany
10.4.3 Italy
10.4.4 Spain
10.4.5 United Kingdom
10.4.6 Rest of Europe
10.5 Middle East and Africa
10.5.1 Kingdom of Saudi Arabia
10.5.2 United Arab Emirates
10.5.3 Rest of Middle East & Africa
10.6 North America
10.6.1 Canada
10.6.2 Mexico
10.6.3 United States
10.7 Latin America
10.7.1 Argentina
10.7.2 Brazil
10.7.3 Rest of Latin America
11. Company Profiles11.1 Apple Inc.
11.1.1. Company details
11.1.2. Financial outlook
11.1.3. Product summary
11.1.4. Recent developments
11.2 Blipper limited
11.2.1. Company details
11.2.2. Financial outlook
11.2.3. Product summary
11.2.4. Recent developments
11.3 Bosch Group
11.3.1 Company details
11.3.2 Financial outlook
11.3.3 Product summary
11.3.4 Recent developments
11.4 Google LLC
11.4.1. Company details
11.4.2. Financial outlook
11.4.3. Product summary
11.4.4. Recent developments
11.5 HTC Corporation
11.5.1 Company details
11.5.2 Financial outlook
11.5.3 Product summary
11.5.4 Recent developments
11.6 Infinity Augmented Reality Ltd.
11.6.1. Company details
11.6.2. Financial outlook
11.6.3. Product summary
11.6.4. Recent developments
11.7 Magic Leap Inc.
11.7.1 Company details
11.7.2 Financial outlook
11.7.3 Product summary
11.7.4 Recent developments
11.8 Niantic Inc.
11.8.1 Company details
11.8.2 Financial outlook
11.8.3 Product summary
11.8.4 Recent developments
11.9 Samsung
11.9.1 Company details
11.9.2 Financial outlook
11.9.3 Product summary
11.9.4 Recent developments
11.10 Sony Corporation
11.10.1 Company details
11.10.2 Financial outlook
11.10.3 Product summary
11.10.4 Recent developments
11.11 Vuzix
11.11.1 Company details
11.11.2 Financial outlook
11.11.3 Product summary
11.11.4 Recent developments
12. List of Abbreviations
13. Reference Links
14. Conclusion
15. Research Scope
SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.
The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.