Augmented Reality & Virtual Reality Market for Gaming Industry Research Report: Market size, Industry outlook, Market Forecast, Demand Analysis, Market Share, Market Report 2021-2026 (2022)

Augmented Reality & Virtual Realityfor Gaming Market Overview

The Market for AR and VR for Gaming isforecast toreach $11.0 billion by 2026, growing at a CAGR of 18.5%from 2021 to 2026.The market is driven by the growing popularity and integration of AR and VR technologies in mobile phones and other wearable devices. Augmented Reality and Virtual Reality are considered to seamlessly offer the most exciting emerging technologies on the planet for today’s life. The industries using the AR and VR technologies are forecasted to achieve the targeted valuation of over a Trillion dollars by 2025. However, AR has occupied a special place in the burgeoning mobile gaming world. Nearly 50% of global game market apps displays no sign to lift-up as the handset that comes incorporated with the built-in camera which serves as a great source of Augmented Reality gaming. The rising demand for AR in the mobile gaming as well as the larger world of gaming will drive the market growth through the usage of head mounted displays.

Report Coverage

The report:“AR and VR for Gaming Market– Forecast (2021-2026)”, by IndustryARC covers an in-depth analysis of the following segments of the AR and VR for Gaming Market.

By Application Type –AR Game, VR Game, Hybrid.
By Technology –RFID, GPS and Others.
By Platform –Portable/Handheld Gaming Device, Console, Mobile Phone, Tablet,Head Mounted Displaysand Others.
By Payment Type –Freeware, Freemium, One Time License, Subscription, DLC.
By Geography -North America (U.S, Canada, Mexico), South America(Brazil, Argentina and others), Europe (Germany, UK, France, Italy, Spain, Russia and Others), APAC(China, Japan India, SK, Aus and Others), and RoW (Middle east and Africa).

Key Takeaways

  • AR and VR technologies have transformed the gaming industry in an unequivocally distinguished manner. Augmented and Virtual Reality is growing at a fast pace in a world which is predominantly driven by electronic devices such as mobile phones and tablets.
  • Now that the AR and VR combination has raised expectations significantly, many gaming giants across the world such as NVIDIA and Sony are investing heavily in research and development of AR and VR technologies to reach those expectations.
  • Increasing adoption of game design element has led companies to be more productive in terms of innovative technologies and software. This is considered to be the major driver of the market.
  • The growing availability of headsets that support the AR and VR technologies is expected to accelerate the growth during the forecast period.
  • The recently launched location based AR game -Pokemon GO became massive success overnight which has been downloaded over 80 million times within the first month of its launch.
  • Crowdfunding by start-ups to develop nascent applications and devices is now considered to be the major trend that stays for a while.

    AR and VR for Gaming Market, By Application Type (%)

    Augmented Reality & Virtual Reality Market for Gaming Industry Research Report: Market size, Industry outlook, Market Forecast, Demand Analysis, Market Share, Market Report 2021-2026 (1)

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AR and VR for Gaming Market Segment Analysis - By Platform

In Platform Segment,mobile phones stood as the fastest growing subset with an estimated CAGR of 30% through 2020. These AR and VR Technology have always been associated with the gaming industry, due to various pop culture movies and shows that have brought about this association. The usage of AR and VR has taken overdue to launch of head mounted devices as well as AR games being launched on the mobile platform. In 2016, the release of Pokemon Go, brought a lot of people out of their houses to interact and catch these “Pokemon”. It involved visiting rest stops such as a café or a mall where one could obtain collectibles. Augmented and Virtual reality is expected to disrupt the gaming industry.

AR and VR for Gaming Market Segment Analysis - By Application Type

Augmented & Virtual Reality will impact games in a sizeable way. Augmented Reality games have made their way to public places and several are location based, although virtual reality games will be restricted to certain areas such as homes, offices and parks, due to them being more immersive. In order to access games with Augmented & Virtual Reality, players may require headsets, motion-tracking sensors or their mobile phones with AR/VR compatibility. For those who use headsets, a PC with a high-end graphics processor will be necessary or a console. These games may offer non-VR and non-AR modes, for those who don’t wish to purchase the technology at the present. The proliferation of AR and VR gaming across platforms is set to drive the market. AR games hold the major share of the market at 56.4% in 2020.

AR and VR for Gaming Market Segment Analysis - By Geography

North America region holds the largest market share in the Artificial Intelligence in Gaming Market at 45% in 2020. However, APAC accounts for highest growth in the AR and VR Market in Gaming Industry. The Gaming industry of APAC is expected to grow at close to 26% CAGR due to rising number of gamers in the region, especially in China and India. Japan will continue to play a major role in the AR and VR market, especially for Mobile and Head Mounted Display segments.

AR and VR for Gaming Market Drivers

AR and VR Amusement Parks and New Platforms

The market for AR and VR is moving from a purely consumer market to a more commercial segment. The costs of leveraging technology have allowed theme and amusement parks to keep one or two virtual rides in their park, however once the market reaches saturation, virtual reality parks may become a trend once the technology’s availability is more feasible for park owners. More companies may begin devising applications specifically for park vendors. This new platform has led to increased demand for AR and VR in the gaming sector, outside of consumer applications.

Declining Prices of VR Headsets

One of the limiting factors of VR head mounted displays is the high cost. However in recent years the price has declined significantly. This is being exacerbated by the various industry developments. Companies such as NVIDIA, Oculus, AMD and Microsoft have formed a consortium to make virtual reality headsets affordable and accessible to more of the population. The potential drop in prices should increase purchases and these companies should reap the early benefits of the move. The formation of the consortium as well as general technological developments have driven prices down significantly.

AR and VR for Gaming Market Challenges

Lack of Awareness of AR Content

The biggest challenge with AR is the lack of awareness of AR content from consumers. AR and VR content can come in many forms, and this could be a cause for confusion. There’s still not much clarity over whether consumers are aware these tools are available to them, or if they realize they’re engaging with AR or VR when they use them. In a recent research study conducted by GWI in the UK and U.S., we found that over 90% of consumers in these markets are aware of VR, with around 65% saying they’re aware of AR. Awareness of AR hovers between the 70-75% mark among the 16-44 age group, but drops dramatically among 45-54s (56%) and 55-64s (44%). By gender, males (71%) display a notably higher level of awareness of AR compared to women (59%). This has resulted in limited focus on the AR market.

Market Landscape

Product launches, acquisitions, and R&D activities are key strategies adopted by players in the AR and VR market. Niantic, Sony, Valve, Ubisoft, Next Games, Ludia Inc, Six To Start, esDot and various other companies are considered to be the key players of the AR and VR in gaming market.

Acquisitions/Technology Launches/Partnerships

  • In June 2021, Facebook acquired VR Game developer BigBox VR for an undisclosed sum.
  • In June 2019 Niantic acquires Seismic Games and Escher Reality, in order to upgrade their AR offerings. There are games being offered with very similar elements, and the company is taking steps to innovate with potential features such as multiplayer or cross-platform. Competitors may already be testing these new features in games that have not been released.

Related Reports

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1. Augmented Reality & Virtual Reality Market For Gaming Industry - Overview

1.1. Definitions and Scope

2. Augmented Reality & Virtual Reality Market For Gaming Industry - Executive summary

2.1. Market Revenue, Market Size and Key Trends by Company

2.2. Key Trends by type of Application

2.3. Key Trends segmented by Geography

3. Augmented Reality & Virtual Reality Market For Gaming Industry

3.1. Comparative analysis

3.1.1. Product Benchmarking - Top 10 companies

3.1.2. Top 5 Financials Analysis

3.1.3. Market Value split by Top 10 companies

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3.1.4. Patent Analysis - Top 10 companies

3.1.5. Pricing Analysis

4. Augmented Reality & Virtual Reality Market For Gaming Industry – Startup companies Scenario Premium

4.1. Top 10 startup company Analysis by

4.1.1. Investment

4.1.2. Revenue

4.1.3. Market Shares

4.1.4. Market Size and Application Analysis

4.1.5. Venture Capital and Funding Scenario

5. Augmented Reality & Virtual Reality Market For Gaming Industry – Industry Market Entry Scenario Premium

5.1. Regulatory Framework Overview

5.2. New Business and Ease of Doing business index

5.3. Case studies of successful ventures

5.4. Customer Analysis – Top 10 companies

6. Augmented Reality & Virtual Reality Market For Gaming Industry Forces

6.1. Drivers

6.2. Constraints

6.3. Challenges

6.4. Porters five force model

6.4.1. Bargaining power of suppliers

6.4.2. Bargaining powers of customers

6.4.3. Threat of new entrants

6.4.4. Rivalry among existing players

6.4.5. Threat of substitutes

7. Augmented Reality & Virtual Reality Market For Gaming Industry -Strategic analysis

7.1. Value chain analysis

7.2. Opportunities analysis

7.3. Product life cycle

7.4. Suppliers and distributors Market Share

8. Augmented Reality & Virtual Reality Market For Gaming Industry – By Application Type (Market Size -$Million / $Billion)

8.1. Market Size and Market Share Analysis

8.2. Application Revenue and Trend Research

8.3. Product Segment Analysis

8.3.1. Introduction

8.3.2. Augmented Reality Game

8.3.3. Virtual Reality Game

8.3.4. Hybrid

9. Augmented Reality & Virtual Reality Market For Gaming Industry – By Technology (Market Size -$Million / $Billion)

9.1. Motion-tracking

9.2. Camera-tracking

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9.3. RFID

9.4. GPS

9.5. Others

10. Augmented Reality & Virtual Reality Market For Gaming Industry – By Platform (Market Size -$Million / $Billion)

10.1. Introduction

10.2. Portable/Handheld Gaming System

10.3. Tablets

10.4. Mobile Phones

10.5. Head Mounted Displays

11. Augmented Reality & Virtual Reality Market For Gaming Industry – By Payment Mode (Market Size -$Million / $Billion)

11.1. Freeware

11.2. Freemium

11.3. One-time license

11.4. Subscription

11.5. Downloadable Content

12. Augmented Reality & Virtual Reality - By Geography (Market Size -$Million / $Billion)

12.1. Augmented Reality & Virtual Reality Market For Gaming Industry - North America Segment Research

12.2. North America Market Research (Million / $Billion)

12.2.1. Segment type Size and Market Size Analysis

12.2.2. Revenue and Trends

12.2.3. Application Revenue and Trends by type of Application

12.2.4. Company Revenue and Product Analysis

12.2.5. North America Product type and Application Market Size

12.2.5.1. U.S.

12.2.5.2. Canada

12.2.5.3. Mexico

12.2.5.4. Rest of North America

12.3. Augmented Reality & Virtual Reality - South America Segment Research

12.4. South America Market Research (Market Size -$Million / $Billion)

12.4.1. Segment type Size and Market Size Analysis

12.4.2. Revenue and Trends

12.4.3. Application Revenue and Trends by type of Application

12.4.4. Company Revenue and Product Analysis

12.4.5. South America Product type and Application Market Size

12.4.5.1. Brazil

12.4.5.2. Venezuela

12.4.5.3. Argentina

12.4.5.4. Ecuador

12.4.5.5. Peru

12.4.5.6. Colombia

(Video) WEBINAR: Predictive Maintenance - Current market trends on the road to zero unplanned downtime

12.4.5.7. Costa Rica

12.4.5.8. Rest of South America

12.5. Augmented Reality & Virtual Reality - Europe Segment Research

12.6. Europe Market Research (Market Size -$Million / $Billion)

12.6.1. Segment type Size and Market Size Analysis

12.6.2. Revenue and Trends

12.6.3. Application Revenue and Trends by type of Application

12.6.4. Company Revenue and Product Analysis

12.6.5. Europe Segment Product type and Application Market Size

12.6.5.1. U.K

12.6.5.2. Germany

12.6.5.3. Italy

12.6.5.4. France

12.6.5.5. Netherlands

12.6.5.6. Belgium

12.6.5.7. Spain

12.6.5.8. Denmark

12.6.5.9. Rest of Europe

12.7. Augmented Reality & Virtual Reality – APAC Segment Research

12.8. APAC Market Research (Market Size -$Million / $Billion)

12.8.1. Segment type Size and Market Size Analysis

12.8.2. Revenue and Trends

12.8.3. Application Revenue and Trends by type of Application

12.8.4. Company Revenue and Product Analysis

12.8.5. APAC Segment – Product type and Application Market Size

12.8.5.1. China

12.8.5.2. Australia

12.8.5.3. Japan

12.8.5.4. South Korea

12.8.5.5. India

12.8.5.6. Taiwan

12.8.5.7. Malaysia

13. Augmented Reality & Virtual Reality Market For Gaming Industry - Entropy

13.1. New product launches

13.2. M&A's, collaborations, JVs and partnerships

14. Augmented Reality & Virtual Reality Market For Gaming Industry – Industry / Segment Competition landscape Premium

14.1. Market Share Analysis

14.1.1. Market Share by Country- Top companies

14.1.2. Market Share by Region- Top 10 companies

14.1.3. Market Share by type of Application – Top 10 companies

(Video) LOW VOLATILITY TRADING DAY -26 4 2021 trades

14.1.4. Market Share by type of Product / Product category- Top 10 companies

14.1.5. Market Share at global level- Top 10 companies

14.1.6. Best Practises for companies

15. Augmented Reality & Virtual Reality Market For Gaming Industry – Key Company List by Country Premium

16. Augmented Reality & Virtual Reality Market For Gaming Industry Company Analysis

16.1. Market Share, Company Revenue, Products, M&A, Developments

16.2. Company 1

16.3. Company 2

16.4. Company 3

16.5. Company 4

16.6. Company 5

16.7. Company 6

16.8. Company 7

16.9. Company 8

16.10. Company 9

16.14. Company 10 and more

"*Financials would be provided on a best efforts basis for private companies"

17. Augmented Reality & Virtual Reality Market For Gaming Industry - Appendix

17.1. Abbreviations

17.2. Sources

18. Augmented Reality & Virtual Reality Market For Gaming Industry - Methodology

18.1. Research Methodology

18.1.1. Company Expert Interviews

18.1.2. Industry Databases

18.1.3. Associations

18.1.4. Company News

18.1.5. Company Annual Reports

18.1.6. Application Trends

18.1.7. New Products and Product database

18.1.8. Company Transcripts

18.1.9. R&D Trends

18.1.10. Key Opinion Leaders Interviews

18.1.14. Supply and Demand Trends

List of Tables:

Table 1: Augmented Reality & Virtual Reality Market for Gaming Industry Overview 2021-2026
Table 2: Augmented Reality & Virtual Reality Market for Gaming Industry Leader Analysis 2018-2019 (US$)
Table 3: Augmented Reality & Virtual Reality Market for Gaming Industry Product Analysis 2018-2019 (US$)
Table 4: Augmented Reality & Virtual Reality Market for Gaming Industry End User Analysis 2018-2019 (US$)
Table 5: Augmented Reality & Virtual Reality Market for Gaming Industry Patent Analysis 2013-2018* (US$)
Table 6: Augmented Reality & Virtual Reality Market for Gaming Industry Financial Analysis 2018-2019 (US$)
Table 7: Augmented Reality & Virtual Reality Market for Gaming Industry Driver Analysis 2018-2019 (US$)
Table 8: Augmented Reality & Virtual Reality Market for Gaming Industry Challenges Analysis 2018-2019 (US$)
Table 9: Augmented Reality & Virtual Reality Market for Gaming Industry Constraint Analysis 2018-2019 (US$)
Table 10: Augmented Reality & Virtual Reality Market for Gaming Industry Supplier Bargaining Power Analysis 2018-2019 (US$)
Table 11: Augmented Reality & Virtual Reality Market for Gaming Industry Buyer Bargaining Power Analysis 2018-2019 (US$)
Table 12: Augmented Reality & Virtual Reality Market for Gaming Industry Threat of Substitutes Analysis 2018-2019 (US$)
Table 13: Augmented Reality & Virtual Reality Market for Gaming Industry Threat of New Entrants Analysis 2018-2019 (US$)
Table 14: Augmented Reality & Virtual Reality Market for Gaming Industry Degree of Competition Analysis 2018-2019 (US$)
Table 15: Augmented Reality & Virtual Reality Market for Gaming Industry Value Chain Analysis 2018-2019 (US$)
Table 16: Augmented Reality & Virtual Reality Market for Gaming Industry Pricing Analysis 2021-2026 (US$)
Table 17: Augmented Reality & Virtual Reality Market for Gaming Industry Opportunities Analysis 2021-2026 (US$)
Table 18: Augmented Reality & Virtual Reality Market for Gaming Industry Product Life Cycle Analysis 2021-2026 (US$)
Table 19: Augmented Reality & Virtual Reality Market for Gaming Industry Supplier Analysis 2018-2019 (US$)
Table 20: Augmented Reality & Virtual Reality Market for Gaming Industry Distributor Analysis 2018-2019 (US$)
Table 21: Augmented Reality & Virtual Reality Market for Gaming Industry Trend Analysis 2018-2019 (US$)
Table 22: Augmented Reality & Virtual Reality Market for Gaming Industry Size 2018 (US$)
Table 23: Augmented Reality & Virtual Reality Market for Gaming Industry Forecast Analysis 2021-2026 (US$)
Table 24: Augmented Reality & Virtual Reality Market for Gaming Industry Sales Forecast Analysis 2021-2026 (Units)
Table 25: Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 26: Augmented Reality & Virtual Reality Market for Gaming Industry By Component, Revenue & Volume, By Augmented Reality and Virtual Reality Hardware Component, 2021-2026 ($)
Table 27: Augmented Reality & Virtual Reality Market for Gaming Industry By Component, Revenue & Volume, By Augmented Reality and Virtual Reality Software Component, 2021-2026 ($)
Table 28: Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 29: Augmented Reality & Virtual Reality Market for Gaming Industry By Device, Revenue & Volume, By Augmented Reality Devices, 2021-2026 ($)
Table 30: Augmented Reality & Virtual Reality Market for Gaming Industry By Device, Revenue & Volume, By Virtual Reality Devices, 2021-2026 ($)
Table 31: North America Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 32: North America Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 33: South america Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 34: South america Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 35: Europe Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 36: Europe Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 37: APAC Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 38: APAC Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 39: Middle East & Africa Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 40: Middle East & Africa Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 41: Russia Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 42: Russia Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 43: Israel Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Component, 2021-2026 ($)
Table 44: Israel Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume, By Device, 2021-2026 ($)
Table 45: Top Companies 2018 (US$) Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume
Table 46: Product Launch2018-2019 Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume
Table 47: Mergers & Acquistions 2018-2019 Augmented Reality & Virtual Reality Market for Gaming Industry, Revenue & Volume

List of Figures:

Figure 1: Overview of Augmented Reality & Virtual Reality Market for Gaming Industry 2021-2026
Figure 2: Market Share Analysis for Augmented Reality & Virtual Reality Market for Gaming Industry 2018 (US$)
Figure 3: Product Comparison in Augmented Reality & Virtual Reality Market for Gaming Industry 2018-2019 (US$)
Figure 4: End User Profile for Augmented Reality & Virtual Reality Market for Gaming Industry 2018-2019 (US$)
Figure 5: Patent Application and Grant in Augmented Reality & Virtual Reality Market for Gaming Industry 2013-2018* (US$)
Figure 6: Top 5 Companies Financial Analysis in Augmented Reality & Virtual Reality Market for Gaming Industry 2018-2019 (US$)
Figure 7: Market Entry Strategy in Augmented Reality & Virtual Reality Market for Gaming Industry 2018-2019
Figure 8: Ecosystem Analysis in Augmented Reality & Virtual Reality Market for Gaming Industry 2018
Figure 9: Average Selling Price in Augmented Reality & Virtual Reality Market for Gaming Industry 2021-2026
Figure 10: Top Opportunites in Augmented Reality & Virtual Reality Market for Gaming Industry 2018-2019
Figure 11: Market Life Cycle Analysis in Augmented Reality & Virtual Reality Market for Gaming Industry
Figure 12: GlobalBy Component Augmented Reality & Virtual Reality Market for Gaming Industry Revenue, 2021-2026 ($)
Figure 13: GlobalBy Device Augmented Reality & Virtual Reality Market for Gaming Industry Revenue, 2021-2026 ($)
Figure 14: Global Augmented Reality & Virtual Reality Market for Gaming Industry - By Geography
Figure 15: Global Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, By Geography, 2021-2026 ($)
Figure 16: Global Augmented Reality & Virtual Reality Market for Gaming Industry CAGR, By Geography, 2021-2026 (%)
Figure 17: North America Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 18: US Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 19: US GDP and Population, 2018-2019 ($)
Figure 20: US GDP – Composition of 2018, By Sector of Origin
Figure 21: US Export and Import Value & Volume, 2018-2019 ($)
Figure 22: Canada Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 23: Canada GDP and Population, 2018-2019 ($)
Figure 24: Canada GDP – Composition of 2018, By Sector of Origin
Figure 25: Canada Export and Import Value & Volume, 2018-2019 ($)
Figure 26: Mexico Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 27: Mexico GDP and Population, 2018-2019 ($)
Figure 28: Mexico GDP – Composition of 2018, By Sector of Origin
Figure 29: Mexico Export and Import Value & Volume, 2018-2019 ($)
Figure 30: South America Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 31: Brazil Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 32: Brazil GDP and Population, 2018-2019 ($)
Figure 33: Brazil GDP – Composition of 2018, By Sector of Origin
Figure 34: Brazil Export and Import Value & Volume, 2018-2019 ($)
Figure 35: Venezuela Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 36: Venezuela GDP and Population, 2018-2019 ($)
Figure 37: Venezuela GDP – Composition of 2018, By Sector of Origin
Figure 38: Venezuela Export and Import Value & Volume, 2018-2019 ($)
Figure 39: Argentina Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 40: Argentina GDP and Population, 2018-2019 ($)
Figure 41: Argentina GDP – Composition of 2018, By Sector of Origin
Figure 42: Argentina Export and Import Value & Volume, 2018-2019 ($)
Figure 43: Ecuador Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 44: Ecuador GDP and Population, 2018-2019 ($)
Figure 45: Ecuador GDP – Composition of 2018, By Sector of Origin
Figure 46: Ecuador Export and Import Value & Volume, 2018-2019 ($)
Figure 47: Peru Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 48: Peru GDP and Population, 2018-2019 ($)
Figure 49: Peru GDP – Composition of 2018, By Sector of Origin
Figure 50: Peru Export and Import Value & Volume, 2018-2019 ($)
Figure 51: Colombia Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 52: Colombia GDP and Population, 2018-2019 ($)
Figure 53: Colombia GDP – Composition of 2018, By Sector of Origin
Figure 54: Colombia Export and Import Value & Volume, 2018-2019 ($)
Figure 55: Costa Rica Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 56: Costa Rica GDP and Population, 2018-2019 ($)
Figure 57: Costa Rica GDP – Composition of 2018, By Sector of Origin
Figure 58: Costa Rica Export and Import Value & Volume, 2018-2019 ($)
Figure 59: Europe Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 60: U.K Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 61: U.K GDP and Population, 2018-2019 ($)
Figure 62: U.K GDP – Composition of 2018, By Sector of Origin
Figure 63: U.K Export and Import Value & Volume, 2018-2019 ($)
Figure 64: Germany Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 65: Germany GDP and Population, 2018-2019 ($)
Figure 66: Germany GDP – Composition of 2018, By Sector of Origin
Figure 67: Germany Export and Import Value & Volume, 2018-2019 ($)
Figure 68: Italy Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 69: Italy GDP and Population, 2018-2019 ($)
Figure 70: Italy GDP – Composition of 2018, By Sector of Origin
Figure 71: Italy Export and Import Value & Volume, 2018-2019 ($)
Figure 72: France Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 73: France GDP and Population, 2018-2019 ($)
Figure 74: France GDP – Composition of 2018, By Sector of Origin
Figure 75: France Export and Import Value & Volume, 2018-2019 ($)
Figure 76: Netherlands Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 77: Netherlands GDP and Population, 2018-2019 ($)
Figure 78: Netherlands GDP – Composition of 2018, By Sector of Origin
Figure 79: Netherlands Export and Import Value & Volume, 2018-2019 ($)
Figure 80: Belgium Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 81: Belgium GDP and Population, 2018-2019 ($)
Figure 82: Belgium GDP – Composition of 2018, By Sector of Origin
Figure 83: Belgium Export and Import Value & Volume, 2018-2019 ($)
Figure 84: Spain Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 85: Spain GDP and Population, 2018-2019 ($)
Figure 86: Spain GDP – Composition of 2018, By Sector of Origin
Figure 87: Spain Export and Import Value & Volume, 2018-2019 ($)
Figure 88: Denmark Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 89: Denmark GDP and Population, 2018-2019 ($)
Figure 90: Denmark GDP – Composition of 2018, By Sector of Origin
Figure 91: Denmark Export and Import Value & Volume, 2018-2019 ($)
Figure 92: APAC Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 93: China Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026
Figure 94: China GDP and Population, 2018-2019 ($)
Figure 95: China GDP – Composition of 2018, By Sector of Origin
Figure 96: China Export and Import Value & Volume, 2018-2019 ($) Augmented Reality & Virtual Reality Market for Gaming Industry China Export and Import Value & Volume, 2018-2019 ($)
Figure 97: Australia Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 98: Australia GDP and Population, 2018-2019 ($)
Figure 99: Australia GDP – Composition of 2018, By Sector of Origin
Figure 100: Australia Export and Import Value & Volume, 2018-2019 ($)
Figure 101: South Korea Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 102: South Korea GDP and Population, 2018-2019 ($)
Figure 103: South Korea GDP – Composition of 2018, By Sector of Origin
Figure 104: South Korea Export and Import Value & Volume, 2018-2019 ($)
Figure 105: India Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 106: India GDP and Population, 2018-2019 ($)
Figure 107: India GDP – Composition of 2018, By Sector of Origin
Figure 108: India Export and Import Value & Volume, 2018-2019 ($)
Figure 109: Taiwan Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 110: Taiwan GDP and Population, 2018-2019 ($)
Figure 111: Taiwan GDP – Composition of 2018, By Sector of Origin
Figure 112: Taiwan Export and Import Value & Volume, 2018-2019 ($)
Figure 113: Malaysia Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 114: Malaysia GDP and Population, 2018-2019 ($)
Figure 115: Malaysia GDP – Composition of 2018, By Sector of Origin
Figure 116: Malaysia Export and Import Value & Volume, 2018-2019 ($)
Figure 117: Hong Kong Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 118: Hong Kong GDP and Population, 2018-2019 ($)
Figure 119: Hong Kong GDP – Composition of 2018, By Sector of Origin
Figure 120: Hong Kong Export and Import Value & Volume, 2018-2019 ($)
Figure 121: Middle East & Africa Augmented Reality & Virtual Reality Market for Gaming Industry Middle East & Africa 3D Printing Market Value & Volume, 2021-2026 ($)
Figure 122: Russia Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 123: Russia GDP and Population, 2018-2019 ($)
Figure 124: Russia GDP – Composition of 2018, By Sector of Origin
Figure 125: Russia Export and Import Value & Volume, 2018-2019 ($)
Figure 126: Israel Augmented Reality & Virtual Reality Market for Gaming Industry Value & Volume, 2021-2026 ($)
Figure 127: Israel GDP and Population, 2018-2019 ($)
Figure 128: Israel GDP – Composition of 2018, By Sector of Origin
Figure 129: Israel Export and Import Value & Volume, 2018-2019 ($)
Figure 130: Entropy Share, By Strategies, 2018-2019* (%) Augmented Reality & Virtual Reality Market for Gaming Industry
Figure 131: Developments, 2018-2019* Augmented Reality & Virtual Reality Market for Gaming Industry
Figure 132: Company 1 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 133: Company 1 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 134: Company 1 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 135: Company 2 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 136: Company 2 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 137: Company 2 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 138: Company 3 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 139: Company 3 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 140: Company 3 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 141: Company 4 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 142: Company 4 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 143: Company 4 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 144: Company 5 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 145: Company 5 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 146: Company 5 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 147: Company 6 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 148: Company 6 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 149: Company 6 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 150: Company 7 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 151: Company 7 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 152: Company 7 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 153: Company 8 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 154: Company 8 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 155: Company 8 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 156: Company 9 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 157: Company 9 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 158: Company 9 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 159: Company 10 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 160: Company 10 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 161: Company 10 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 162: Company 11 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 163: Company 11 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 164: Company 11 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 165: Company 12 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 166: Company 12 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 167: Company 12 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 168: Company 13 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 169: Company 13 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 170: Company 13 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 171: Company 14 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 172: Company 14 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 173: Company 14 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)
Figure 174: Company 15 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue, By Years, 2018-2019* ($)
Figure 175: Company 15 Augmented Reality & Virtual Reality Market for Gaming Industry Net Revenue Share, By Business segments, 2018 (%)
Figure 176: Company 15 Augmented Reality & Virtual Reality Market for Gaming Industry Net Sales Share, By Geography, 2018 (%)

FAQs

How big is the virtual reality gaming market? ›

In terms of revenue, the Virtual Reality (VR) in Gaming market size was valued at around US$ 13.4 Billion in 2019 and is projected to reach US$ 90.7 billion by 2026.
...
Report AttributeDetails
Market Size in 2019USD 13.4 Billion
Projected Market Size in 2026USD 90.7 Billion
CAGR Growth Rate31.4% CAGR
Base Year2019
5 more rows
18 Oct 2022

How much is the VR and AR industry worth? ›

The global virtual reality market size was estimated at USD 21.83 billion in 2021 and is expected to reach USD 28.42 billion in 2022.
...
Report AttributeDetails
Market size value in 2022USD 28.42 billion
Revenue forecast in 2030USD 87.00 billion
Growth rateCAGR of 15.0% from 2022 to 2030
11 more rows

How much is the VR industry worth 2022? ›

The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025.

How big is the augmented reality market? ›

Augmented Reality (AR) Market Size to Hit USD 461.25 Billion at a CAGR...
...
Augmented Reality Market Is driven by Digital Transformations and Industrial Automation.
Report MetricDetails
AR Market SizeUSD 461.25 Billion
5 more rows
27 Sept 2022

Which gaming market is the largest in the world? ›

As of 2022, it is estimated that the United States ranks first among the biggest gaming markets worldwide, with a revenue of 54.9 billion U.S. dollars. The video gaming market in China ranked second, generating an approximate 44 billion U.S. dollars in annual revenues.

How big is the gaming industry right now? ›

In 2021, the video game industry as a whole expanded to total revenues of $180.3 billion, up 1.4% from the previous year when the industry experienced tremendous growth sparked by the global pandemic.

Which company is leading the augmented reality? ›

Comparison Table: Best Augmented Reality Companies
CompaniesOur RatingsRevenue (annual)
Apple4.5/5$274.5 Billion
Microsoft4.5/5$143 Billion
VironIT4.5/5$17.60 Million
VR Vision Inc.4.3/5$12 Million
14 more rows
25 Oct 2022

Who is the market leader in virtual reality? ›

Growing live virtual entertainment to drive the market growth. Google LLC, Oculus (Meta Platform, Inc.), Sony Corporation, Unity Technologies, HTC Corporation, Samsung Electronics Co. Ltd., Microsoft Corporation, and others are the top players in the market.

Which industry is investing most in augmented reality technologies? ›

Since the introduction of AR and VR technology, the entertainment sector has been their area of application. In this sector, these technologies are used in the production of gaming, movies, sports, travel, and other platforms.

What industries are currently benefiting from VR? ›

8 Industries Poised to Benefit From Augmented and Virtual Reality
  • Construction.
  • Rescue operations.
  • Furniture.
  • Real estate.
  • Entertainment.
  • Education.
  • Health and wellness.
  • E-commerce.
22 Feb 2022

In which industries is VR most useful? ›

VR Applications: 23 Industries using Virtual Reality
  • Automotive industry. VR allows engineers and designers to experiment easily with the look and build of a vehicle before commissioning expensive prototypes. ...
  • Healthcare. ...
  • Retail. ...
  • Tourism. ...
  • Real estate. ...
  • Learning and development. ...
  • Education. ...
  • Art and design.
1 Mar 2022

How many people use VR in 2022? ›

There are an estimated 171 million VR users worldwide. As of 2022, the VR gaming industry has a market size of $12.13 billion. 25- to 34-year-olds account for 23% of VR/AR device users.

What is augmented reality Give 5 examples? ›

Augmented reality uses the existing real-world environment and puts virtual information—or even a virtual world—on top of it to enhance the experience. For example, think of Pokémon Go, where users are searching in their real-life neighborhoods for animated characters that pop up on their phone or tablet.

What type of market is augmented reality? ›

Based on components, the market is categorized into hardware and software. The hardware is expected to lead the market. The increasing demand and application of AR devices across industries are boosting hardware growth.

What are the four major applications of augmented reality? ›

Top 5 Applications for AR:
  • Medical Training. Medical Training – AR technology has a major application in Medical Studies. ...
  • Interior Design and Modeling. ...
  • Classrooms for Education. ...
  • 4. Entertainment. ...
  • Retail Industry.

Which market is now the single largest segment for the gaming industry? ›

The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide.
...
Largest markets.
RankCountryRevenue (million US$)
1China45,642
2United States39,065
3Japan20,763
4South Korea7,530
6 more rows

What are the three biggest gaming companies? ›

Largest video game companies by market cap
#NameC.
1Microsoft 1MSFT🇺🇸
2Tencent 2TCEHY🇨🇳
3Sony 3SONY🇯🇵
4Activision Blizzard 4ATVI🇺🇸
56 more rows

What is the largest gaming demographic? ›

During a 2022 survey, 36 percent of video game players still come from the 18 to 34 age demographic, and six percent are 65 years and older.

What are the trends in the gaming industry? ›

Video games in the MMO genre, or Massive multiplayer online games, as well as role games- MMORPG, are proving themselves as one of the biggest gaming industry trends of 2022. Mordor Intelligence in its report and forecast, states that the MMORPG games 2022 market will be growing by almost 10% by 2026.

What is the future of the gaming industry? ›

The future of the video game industry looks dazzling. Consumer demand is growing, technology is advancing quickly, and new monetization models are taking off. Bain's analysis forecasts that global revenue for games could grow by more than 50% over the next five years (see Figure 1).

Is the gaming industry the fastest growing industry? ›

As of 2022, the iGaming industry is reckoned to be among the fastest growing sectors of the economy. In fact, out of the most profitable companies in the world, gaming companies have a seat at the table.

What are the 3 elements of augmented reality? ›

AR incorporates three features: a combination of digital and physical worlds, interactions made in real time, and accurate 3D identification of virtual and real objects.

What are three examples of augmented reality? ›

Augmented Reality Examples
  • Pokémon GO. Pokemon GO took the world by storm in 2016, and it is one of the most notable AR experiences. ...
  • IKEA. IKEA uses AR to help shoppers test and visualize products in their own space before making a purchase. ...
  • Social Media Filters.
18 Oct 2022

What are the 4 key elements to virtual reality? ›

Virtual Reality comprises 4 primary elements: virtual world, immersion, sensory feedback, and interactivity.

Is VR The future of marketing? ›

In our opinion, VR is one of the most exciting innovations that has come about in quite some time and for marketers, it's an opportunity to get consumers even more engaged with brands than ever before. We've seen some marketers already taking advantage of this technology and it should only continue to grow.

Which country leads in VR research? ›

China Is a Dominant Player

Research from Digi-Capital shows that by 2022, China could take more than $1 of every $5 put toward these technologies. The report also suggests that the combined influence of other countries in Asia could mean the continent accounts for approximately half of worldwide AR/VR revenues.

What are 3 types of augmented or virtual reality? ›

There are 3 primary categories of virtual reality simulations used today: non-immersive, semi-immersive, and fully-immersive simulations.

What is industry 4.0 augmented reality? ›

Augmented Reality in Industry 4.0

are several and are aimed at supporting technicians in their real working environment. Through augmented reality, the user can visualize step-by-step procedures of the task to be performed or even get visual instructions in real time from experts with remote assistance systems.

What is the future of augmented and virtual reality technology? ›

The AR/VR devices of the future will provide personalized, accessible and well-designed experiences. As these elements take hold, a platform shift is imminent. In my opinion, in three years we are going to see new AR glasses with LTE capabilities that will become an alternative to the smartphone.

Why VR is important in industry? ›

VR technology makes it possible to hyper-realistically simulate environments that could occur in industrial processes (such as falls on slippery surfaces, cuts or fires). Thus, through virtual training, an operator can practice the protocol of action in case of emergency, living a completely immersive experience.

What companies will benefit from augmented reality? ›

Here's a closer look at these top growth tech stocks focused on augmented reality.
  • Snap. Snap developed the popular social media app Snapchat. ...
  • Etsy. Etsy is an online marketplace where people can buy and sell a variety of handcrafted products. ...
  • Alphabet. ...
  • Apple. ...
  • Nintendo. ...
  • Qualcomm. ...
  • Nvidia.

What are 5 advantages of VR technology? ›

Benefits of Virtual Reality in Education
  • Increase knowledge area.
  • Active experience rather than just passive information.
  • Helps to understand complex concepts, subjects, or theories.
  • No distractions while the study.
  • Boosts students creativity.
  • Expands learners efficiency to gain knowledge.

What percent of gamers use VR? ›

According to figures released by the Entertainment Software Association in March of 2020, 73 percent of the 169 million gamers in the U.S. reported owning a console, while just 29 percent said they had a VR system.

How VR and AR will be used in 2025? ›

According to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to increase to 216 million users. VR gaming involves a 3D environment that enables the user on a computing device with the help of a mouse, touch screen, and other components to feel the physical presence in the game settings.

What is the difference between AR and VR? ›

VR creates an immersive virtual environment, while AR augments a real-world scene. VR is 75 percent virtual, while AR is only 25 percent virtual. VR requires a headset device, while AR does not. VR users move in a completely fictional world, while AR users are in contact with the real world.

What is the future of augmented reality? ›

The augmented reality (AR) market is expected to reach over $97bn by 2028, bringing with it a dizzying change in the way we interact with the world and tech.

Which is the most famous application that uses augmented reality? ›

Google Lens

As the name indicates – Google Lens was designed to enrichen lives through the use of augmented reality and artificial intelligence. Over 500 million users have signed up on Google Lens so far and the number is growing exponentially.

Where is augmented reality most used? ›

Today, augmented reality is an effective business tool. Across a number of different industries like retail, business, gaming, healthcare, and even the military, augmented reality is used for solving various business challenges.

How big is the VR AR market? ›

Augmented Reality (AR) Market Size to Hit USD 461.25 Billion at a CAGR...
...
Augmented Reality Market Is driven by Digital Transformations and Industrial Automation.
Report MetricDetails
AR Market SizeUSD 461.25 Billion
5 more rows
27 Sept 2022

What is AR and VR in marketing? ›

Google AR and VR: Augmented reality (AR) and Virtual Reality (VR) bridge the digital and physical worlds. They allow you to take in information and content visually, in the same way you take in the world.

How big is the virtual reality market? ›

b. The global virtual reality market size was estimated at USD 21.83 billion in 2021 and is expected to reach USD 28.42 billion in 2022.
...
Report AttributeDetails
Market size value in 2022USD 28.42 billion
Revenue forecast in 2030USD 87.00 billion
Growth rateCAGR of 15.0% from 2022 to 2030
11 more rows

Which are the two technologies used in augmented reality? ›

Apart from the three technologies — SLAM, depth tracking and image processing, there are also a handful of other subset technologies that make AR work. Primary among them are two types of technologies that detect objects: trigger-based and view-based.

What is real world applications of augmented reality? ›

Augmented reality can help provide remote assistance to customers as they repair or complete maintenance procedures on products. It's also a valuable training tool to help inexperienced maintenance crew complete tasks and find the correct service and parts information when they are on-site.

What industries is AR used in? ›

Augmented reality (AR) is finding use in manufacturing, healthcare, education, and a wide range of industries.
...
Let's explore some real-life applications of this technology.
  • Manufacturing. AR has wide applications in manufacturing. ...
  • Healthcare. ...
  • In-Store Shopping Experience.
8 Oct 2021

Is the VR gaming industry growing? ›

09, 2022 (GLOBE NEWSWIRE) -- The global virtual reality in gaming market size was valued at USD 6.26 billion in 2020. The market is projected to grow from USD 7.92 billion in 2021 to USD 53.44 billion in 2028, exhibiting a CAGR of 31.4% during the forecast period.

Is VR still popular 2022? ›

As of 2021, there are 57.4 million VR users and 90.9 million AR users in the U.S. There are an estimated 171 million VR users worldwide. As of 2022, the VR gaming industry has a market size of $12.13 billion. 25- to 34-year-olds account for 23% of VR/AR device users.

Who dominates the VR market? ›

Worldwide Virtual Reality Headset Market Shares, 2021: Oculus Dominates with 80%

What industry uses VR the most? ›

Here are 10 industries where VR is making a breakthrough:
  1. Healthcare. The most important way VR is modernizing healthcare is through training. ...
  2. 2. Entertainment. ...
  3. Automotive. ...
  4. Education. ...
  5. Space & Military. ...
  6. Architecture. ...
  7. Digital Marketing. ...
  8. Occupational Safety.

How will VR change the gaming industry? ›

Earlier, gamers used to play their games on a flat screen. But with time, technology and VR hardware made it possible for the players to merge into a mesmeric personalized environment. This also allows the player to gain a far superior level of engagement with the gaming world.

Is VR the future of marketing? ›

In our opinion, VR is one of the most exciting innovations that has come about in quite some time and for marketers, it's an opportunity to get consumers even more engaged with brands than ever before. We've seen some marketers already taking advantage of this technology and it should only continue to grow.

Is VR popular in gaming? ›

For 64% of VR users, gaming is where this technology shines.

Is VR the future of gaming? ›

Virtual Reality (VR) and Augmented Reality (AR), both of which already exist in some form today, very likely will mark the next big step forward in the world of gaming technologies. They've already begun to impact commerce, business, design, entertainment and so much more.

What will virtual reality be like in 2030? ›

By 2030, the latest VR screens now have 8k resolution, which has 4 times the number of pixels as 4k screens. When you view character models and objects up close with these devices, there is zero visible pixilation resulting in breathtaking detail and realism.

What will replace VR? ›

Eventually, a single device, most likely glasses, that can combine virtual reality (VR) and augmented reality (AR) into one, extended reality (XR), will replace our current devices.

What companies use VR for marketing? ›

Hopefully, these would inform and inspire you to look into using VR for your marketing campaigns.
  • New York Times: Using VR Tech for Storytelling. ...
  • GSK: Migraine Experience. ...
  • Adidas Terrex: Delicatessen. ...
  • Thomas Cook: Try Before You Fly. ...
  • McDonald's: Happy Goggles. ...
  • Volvo: Virtual Reality Test Drive. ...
  • All Nippon Airways: The Room.
22 Apr 2022

Is VR an emerging market? ›

Virtual reality is an emerging technology and is expected to have high demand in various applications. The rising demand for high quality and effective picture has led to the developments in virtual reality technology.

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