Global Augmented Reality and Virtual Reality Gear Market 2017-2021

  • Published: Jan 2017
  • Pages: 113
  • SKU: IRTNTR11769
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The global AR and VR gear market size will grow to USD 34.41 billion by 2021. This report provides an analysis of the market by technology (AR and VR), product (VR headsets, smart glasses, HMDs, and VR cardboards), end user (enterprises, military and defense, and consumers), and geography (the Americas, APAC, and EMEA). The report also provides an analysis of the market’s competitive landscape and offers information on several companies including DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, and Starbreeze.

Below are some of the key findings from our analysis of the AR and VR gear market   

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Global augmented reality (AR) and virtual reality (VR) gear market overview

The global augmented reality (AR) and virtual reality (VR) gear market research predicts the market to grow rapidly and post a CAGR of more than 37% during the forecast period. The use of AR technology for effective advertising will be a major AR and VR gear market driver in the next four years. One of the major factors responsible for the increasing adoption of AR is its ability to create opportunities for users and brands to connect with the product on a real-time basis, which, in turn, drives the purchase rate. The AR allows the customers to find the best fit by providing necessary information about any product. Furthermore, the trend for mobile advertising is increasing with the growing dependence of consumers on smartphones and tablets to carry out numerous PC functions and reach a wider and larger audience.

In terms of geography, the Americas accounted for the maximum AR and VR gear market share during 2016 and will continue to dominate the market until the end of 2021. One of the major factors responsible for the market’s growth in the region is the increased spending by the US on the defense sector and in AR and VR to have a strong base of advanced warfare gadgets. Also, it has been observed that since consumers in the US are willing to try multiple products, the rate of technology adoption is increasing.

Competitive landscape and key vendors

The global augmented reality (AR) and virtual reality (VR) gear market is highly competitive and diversified due to the presence of a large number of regional and international vendors across the globe. These vendors are increasingly focusing on gaining the confidence of their customers. Also, they are emphasizing on the development of innovative products to expand their product portfolio and customer base.

The report offers a detailed analysis of several leading companies, including:

  • DAQRI
  • Microsoft
  • Atheer
  • Meta
  • BAE Systems
  • Samsung Electronics
  • Oculus
  • HTC
  • Google
  • Sony
  • Razer
  • VisusVR
  • FOVE
  • Starbreeze

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AR and VR gear market segmentation by end-user 

  • Enterprises
  • Military and defense
  • Consumers

The consumer's segment accounted for the maximum market share during 2016 and will continue to dominate the market for the next few years. One of the major factors responsible for the market segment’s growth is the large share of VR cardboards and an increased adoption of VR cardboards since they are easily available and inexpensive.    

AR and VR gear market segmentation by product 

  • VR headsets
  • Smart glasses
  • HMDs
  • VR cardboards

The VR cardboards segment accounted for the maximum market share during 2016 because these gadgets do not require any separate material and can be made from sturdy cardboard. However, the revenue generated by VR cardboards is expected to decline significantly by the end of the forecast period.

Key highlights of the global AR and VR gear market for the forecast years 2017-2021:

  • CAGR of the market during the forecast period 2017-2021
  • Detailed information on factors that will accelerate the growth of the AR and VR gear market during the next five years
  • Precise estimation of the global AR and VR gear market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behaviour
  • Growth of the AR and VR gear industry across the Americas, APAC, and EMEA
  • A thorough analysis of the market’s competitive landscape and detailed information on several vendors
  • Comprehensive information about factors that will challenge the growth of AR and VR gear companies

 

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Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

  • Market overview
  • Definitions
  • Base year and forecast period
  • Market size calculation
  • Market segmentation by product
  • End-user segments
  • Geographical segmentation
  • Vendor segmentation
  • Common currency conversion rates
  • Vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview

PART 06: Technology life cycle

PART 07: Market landscape

  • Market size and forecast
  • Five forces analysis

PART 08: Market segmentation by technology

  • AR
  • VR

PART 09: Market segmentation by product

  • Global AR and VR gear market by smart glasses
  • Global AR and VR gear market by HMDs
  • Global AR and VR gear market by VR cardboards
  • Global AR and VR gear market by VR headsets

PART 10: Market segmentation by end-user

  • Market overview
  • Global AR and VR gear market by consumers
  • Global AR and VR gear market by enterprises
  • Global AR and VR gear market by military and defense

PART 11: Geographical segmentation

  • Global AR and VR gear market by geography
  • AR and VR gear market in Americas
  • AR and VR gear market in EMEA
  • AR and VR gear market in APAC

PART 12: Market drivers

  • Improving optical design
  • AR and VR gear integrated with head and eye movement trackers
  • Use of AR technology for effective advertising
  • Increasing number of vendors in AR and VR gear market
  • Large-scale workforce automation

PART 13: Impact of drivers

PART 14: Market challenges

  • Lack of content
  • Connectivity issues, low awareness, and high user expectations impacting AR and VR adoption
  • Simulation or motion sickness hindering VR gear adoption
  • Limitations of VR cardboards
  • Stringent government regulations

PART 15: Impact of drivers and challenges

PART 16: Market trends

  • Growing developer interest in AR and VR apps
  • Increasing crowdfunding campaigns for VR and AR start-ups
  • Emergence of depth-sensing cameras
  • Development of SLAM technology

PART 17: Vendor landscape

  • Competitive scenario

PART 18: Appendix

  • List of abbreviations

PART 19: Explore Technavio

Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

TechnavioINFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases
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TechnavioDATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts
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TechnavioREPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape
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