The Augmented Reality and Virtual Reality market size is projected to reach USD XX Million by 2026, from USD XX Million in 2020 growing at a CAGR of 38.1% during 2021-2026. The key players operating in the global augmented and virtual reality market analysis include Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.
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This global Augmented Reality and Virtual Reality market report identifies and analyses the emerging trends along with major drivers, challenges and opportunities in the industry with analysis on vendors, geographical regions, types, and applications. This Augmented Reality and Virtual Reality market study estimates the market status, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, and distributors. This report proves to be an indispensable document for every market enthusiast, policymaker, investor, and player. This global Augmented Reality and Virtual Reality market research report is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis.
With the effectual use of technology, innovative applications and expertise, this Augmented Reality and Virtual Reality market research report has been generated which successfully manages bulky and complex market data tables. To give clear idea about the current and future marketplace, most up to date market insights and analysis has been offered via this report. Several critical market factors covered in this Augmented Reality and Virtual Reality Market report consist of primary research, benchmarking studies, secondary research, company profiles, competitive intelligence & reporting, syndicated research, data collection, data processing and analysis, survey design, and survey programming. Market research report execution is becoming very central for the businesses to gain success because it offers insights into revenue growth and sustainability initiative.
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Driver : Increasing demand for AR devices and applications in healthcare
AR plays an important role in the healthcare sector. AR can be used to provide a virtual view of a patient, in which a surgeon can see the condition of the patient’s body parts. This can help the surgeon to conduct minimally invasive surgeries. The use of AR modeling and 3D visualization is expected to help the healthcare sector. The use of AR for improving fitness, teaching complex subjects to medical students, training doctors, managing pharmacy, and caring and supporting patients after they leave the hospital is driving the growth of the augmented reality and virtual reality market in this sector.
Restraint: Limited user interface affecting the navigation performance of AR apps
Security and privacy issues associated with AR
Security and privacy issues are the major challenges faced by the augmented reality and virtual reality market. These issues have emerged due to the inconsistencies in AR programming and negligence and oversight of both the developers and end-users of AR apps and devices. Few AR applications do not have the capabilities to secure user identity and privacy. The primary issue is that there are no regulations that define the dos and don’ts associated with the AR environment. This implies that AR technology can incorporate malicious intent and lead to users’ misuse of personal information. For instance, the try-before-you-buy concept for clothing retailers can be misused. If the concept is not secured well, it can be hijacked. The hacker can overlay a nude body image instead of clothes, which can harm the user’s reputation. An unsafe try-before-you-buy app can be manipulated, which is a major factor restraining such apps’ growth in the retail clothing sector.
In March 2020, Epson America, Inc., a division of Seiko Epson Corporation of Japan, partnered with 3D HoloGroup (US), a company which specializes in AR software architecture and systems integration, to sell Epson’s AR glasses.
In June 2019, PTC acquired TWNKLS (Netherlands), a supplier of practical AR solutions for Industry 4.0, to accelerate the development of AR enterprise apps.
In May 2019, Microsoft launched the second-gen HoloLens, the HoloLens 2. The HoloLens 2 complete set includes free trials of Unity Pro, Azure credits, and the Unity PiXYZ Plugin for CAD data. The company also announced the Unreal Engine 4 support for HoloLens 2, which will leverage customers with a more realistic experience.Major Classifications:
Augmented Reality and Virtual Reality Market: By Type
Augmented Reality, Virtual Reality
Augmented Reality and Virtual Reality Market: By Content
Google Earth VR, Kingspray Graffiti VR, Virtual Desktop Platform, Google Cardboard, Samsung Gear VR, Others
Augmented Reality and Virtual Reality Market: By Devices and Equipment
Augmented Reality Devices, Augmented Reality Equipment, Virtual Reality Devices, Virtual Reality Equipment
Augmented Reality and Virtual Reality Market: By Geography
Europe (German, France, United Kingdom, Italy, Rest of Europe)
Asia-Pacific (Japan, China, South Korea, India, Australia, Rest of Asia Pacific)
North America (U.S., Canada)
South America (Brazil, Argentina, Rest of South America)
Rest of the World (Middle East, Africa)
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Augmented Reality and Virtual Reality Market : Report Chapters
Chapter 01 – Executive Summary
Chapter 02 – Market Overview
Chapter 03 – Key Market Trends
Chapter 04 – Key Success Factors
Chapter 05 – Global Augmented Reality and Virtual Reality Market – Pricing Analysis
Chapter 06 – Global Augmented Reality and Virtual Reality Market Demand (in Value or Size in US$ Mn) Analysis and Forecast, 2021–2026
Chapter 07 – Market Background
Chapter 08 – Global Augmented Reality and Virtual Reality Market Analysis () & Opportunity Assessment , By Product Type
Chapter 09 – Global Augmented Reality and Virtual Reality Market Analysis & Opportunity Assessment , by Distribution Channel
Chapter 10 – Global Augmented Reality and Virtual Reality Market Analysis & Opportunity Assessment , by Region
Chapter 11 – North America Augmented Reality and Virtual Reality market Analysis & Opportunity Assessment
Chapter 12 – Latin America Augmented Reality and Virtual Reality Market Analysis & Opportunity Assessment
Chapter 13 –Europe Augmented Reality and Virtual Reality market Analysis & Opportunity Assessment
Chapter 14 – East Asia Augmented Reality and Virtual Reality market Analysis and Forecast
Chapter 15 – South Asia Augmented Reality and Virtual Reality market Analysis and Forecast
Chapter 16 – Oceania Augmented Reality and Virtual Reality market Analysis and Forecast
Chapter 17 – MEA Augmented Reality and Virtual Reality market Analysis & Opportunity Assessment
Chapter 18 – Market Structure Analysis
Chapter 19 – Competition Analysis
Chapter 20 – Assumptions and Acronyms Used
Chapter 21 – Research Methodology
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