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Augmented Reality and Virtual Reality Market, By Components (Hardware and Software) By Application (Surgical application, Rehabilitation and Fitness Management, Training and Medical Education, Patient care Management, Pharmacy Management and others) opportunities and forecast 2020-2027

  • DLR1922
  • 20 September, 2020
  • Internet & Communication
  • Pages: 120
  • Global
Market Overview

Virtual reality (VR), can be denoted as computer-simulated or immersive multimedia reality, imitates an environment that simulates a physical existence in places in real or imagined world, permitting the user to interact in that world. On the other hand, augmented reality (AR) is a direct, indirect or live view of a physical, real-world setting whose elements are supplemented by computer-generated input such as video, sounds, GPS data or graphics. These technologies have transformed the healthcare industry with their implementation in virtual training of surgeons for complex surgeries, phobia buster in mental health treatment, 3D functioning room simulations, and chronic pain management.

The growing incorporation of digitalization and technology in healthcare, rising healthcare spending and focus on delivery of effective health services, and its importance in training healthcare experts are some of the major factors driving the growing adoption of these technologies. The application of these technologies in training medical experts or professionals offers them enhanced understanding of physiology and anatomy and assists in difficult surgeries that involve precision, thus, resulting in lesser trauma and reduced complications. It helps patients to get over their worst phobias and fears through the exposure therapy.

Segment Overview

Global virtual and augmented reality market has been segmented majorly on the basis of components and applications. On the basis of components the market has been segmented as hardware and software. Hardware segment is further sub divided into sensors, semiconductors, display and projectors, cameras, position tracker and others. Further on the basis of application, the market has been segmented as surgical application, rehabilitation and fitness management, training and medical education, patient care management and pharmacy management and others.

Regional Overview

Geographically, the market has been segmented into four major economies including North America, Europe, Asia-Pacific, and LAMEA. North America consists of US, Canada, and Mexico. Europe comprises of the major countries including UK, Germany, France, Italy, Spain and Rest of Europe. Similarly, Asia Pacific consists of the major countries such as, Japan, China, India, South Korea, Australia and, Rest of Asia Pacific. LAMEA consists of Brazil, Saudi Arabia, UAE, and Rest of LAMEA.

Competitor overview

The lack of funds in the development of the particular hardware hinders a bigger dispersal of applications for training in diverse health domains. Also, the development of low cost software packages to assist the formation and maintenance of virtual environment, and the tools to support the communication with good usability must be considered. The use of these progressive technologies in live surgeries for medical education coupled with pain management and patient monitoring is expected to serve as a market opportunity and is projected to drive the segment significantly.

Key Players
  1. Google
  2. Microsoft
  3. Oculus VR
  4. Psious
  5. Firsthand Technologies
  6. Medical Realities
  7. DAQRI
  8. Augmedix
  9. Mindmaxe
  10. Atheer

Market Segmentation

By Component
  • Hardware
    • Sensors
    • Semiconductors
    • Display and Projectors
    • Cameras
    • Position Tracker
    • Others
  • Software
By End User
  • Surgical Application
  • Rehabilitation and Fitness Management
  • Training and Education
  • Patient Care Management
  • Pharmacy Management
  • Others
By Geography
  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • Japan
    • China
    • India
    • Australia
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • UAE
    • Rest of LAMEA


1 Executive Summary 11

    2 Scope of the Report 14

    • 2.1 Market Definition 15
    • 2.2 Scope of the Study 15
      • 2.2.1 Research Objectives 15
      • 2.2.2 Assumption & Limitations 16
    • 2.3 Market Structure 16

    3 Market Insights 17

      4 Research Methodology 20

      • 4.1 Research Process 21
      • 4.2 Secondary Research 21
      • 4.3 Primary Research 22
      • 4.4 Forecast Model 24

      5 Market Landscape 25

      • 5.1 Porters Five Forces Analysis 26
        • 5.1.1 Threat of new entrants 26
        • 5.1.2 Bargaining power of suppliers 26
        • 5.1.3 Bargaining power of buyers 26
        • 5.1.4 Threat of substitute 27
        • 5.1.5 Rivalry 27
      • 5.2 Value Chain/Supply Chain of Augmented Reality and Virtual Reality Market 28

      6 Market Dynamics 29

      • 6.1 Introduction 30
      • 6.2 Drivers 30
        • 6.2.1 Growing Demand for HMD in Gaming and Entertainment 30
        • 6.2.2 Implementation of VR as part of Marketing Strategy 31
        • 6.2.3 Growing Demand of AR/VR in Retail and E-Commerce 31
        • 6.2.4 Drivers Impact Analysis 32
      • 6.3 Opportunities 32
        • 6.3.1 Advancement in Fully Immersive Technology 32
        • 6.3.2 Integrating 5G with AR/VR 32
      • 6.4 Market Trends 33
        • 6.4.1 360-Degree VR Video 33
        • 6.4.2 Increased Availability and Reduced Cost of VR Products 33

      7 Global Augmented Reality and Virtual Reality Market, By Product Type 34

      • 7.1 Overview 35
        • 7.1.1 Non-Immersive Systems 35
        • 7.1.2 Semi-Immersive Projection System 35
        • 7.1.3 Fully-Immersive Head Mounted Systems 35

      8 Global Augmented Reality and Virtual Reality Market, By Application 37

      • 8.1 Overview 38
        • 8.1.1 Education & Training 38
        • 8.1.2 Video Games 38
        • 8.1.3 Media 38
        • 8.1.4 Tourism 38
        • 8.1.5 Social Media 38

      9 Global Augmented Reality and Virtual Reality Market, By Region 40

      • 9.1 Introduction 41
      • 9.2 US 43
      • 9.3 Europe 45
      • 9.4 China 47
      • 9.5 Japan 49
      • 9.6 South East Asia 51
      • 9.7 Central & South America 53

      10 Competitive Landscape 56

      • 10.1 Competitive Landscape 57

      11 Company Profiles 59

      • 11.1 Google LLC 60
        • 11.1.1 Company Overview 60
        • 11.1.2 Financial Overview 61
        • 11.1.3 Products/Services/Solutions Offerings 61
        • 11.1.4 SWOT Analysis 62
        • 11.1.5 Key Strategy 62
      • 11.2 Blippar.com 63
        • 11.2.1 Company Overview 63
        • 11.2.2 Products/Services/Solutions Offerings 63
        • 11.2.3 Key Development 63
        • 11.2.4 SWOT Analysis 64
        • 11.2.5 Key Strategy 64
      • 11.3 EON Reality Inc. 65
        • 11.3.1 Company Overview 65
        • 11.3.2 Products/Services/Solutions Offerings 65
        • 11.3.3 Key Development 65
        • 11.3.4 SWOT Analysis 66
        • 11.3.5 Key Strategy 66
      • 11.4 Augmented Pixels Inc. 67
        • 11.4.1 Company Overview 67
        • 11.4.2 Products/Services/Solutions Offerings 67
        • 11.4.3 SWOT Analysis 67
        • 11.4.4 Key Strategy 67
      • 11.5 HP Inc. 68
        • 11.5.1 Company Overview 68
        • 11.5.2 Financial Overview 69
        • 11.5.3 Products/Services/Solutions Offerings 69
        • 11.5.4 SWOT Analysis 70
        • 11.5.5 Key Strategy 70
      • 11.6 DAQRI LLC 71
        • 11.6.1 Company Overview 71
        • 11.6.2 Products/Services/Solutions Offerings 71
        • 11.6.3 Key Developments 71
        • 11.6.4 SWOT Analysis 72
        • 11.6.5 Key Strategy 72
      • 11.7 Wikitude GmbH 73
        • 11.7.1 Company Overview 73
        • 11.7.2 Products/Services/Solutions Offerings 73
        • 11.7.3 Key Developments 73
        • 11.7.4 SWOT Analysis 74
        • 11.7.5 Key Strategy 74
      • 11.8 Terminal Eleven (SkyView) 75
        • 11.8.1 Company Overview 75
        • 11.8.2 Products/Services/Solutions Offerings 75
        • 11.8.3 SWOT Analysis 75
      • 11.9 Zapper Limited 76
        • 11.9.1 Company Overview 76
        • 11.9.2 Products/Services/Solutions Offerings 76
        • 11.9.3 SWOT Analysis 76
        • 11.9.4 Key Strategy 76
      • 11.10 awe.org Pty Ltd(buildar.com) 77
        • 11.10.1 Company Overview 77
        • 11.10.2 Products/Services/Solutions Offerings 77
        • 11.10.3 SWOT Analysis 77
      • 11.11 Virtalis Limited 78
        • 11.11.1 Company Overview 78
        • 11.11.2 Products/Systems/Solutions Offerings 78
        • 11.11.3 SWOT Analysis 79
        • 11.11.4 Key Strategy 79
      • 11.12 Facebook Inc. 80
        • 11.12.1 Company Overview 80
        • 11.12.2 Financial Overview 81
        • 11.12.3 Solution/Service Offerings 81
        • 11.12.4 SWOT Analysis 82
        • 11.12.5 Key Strategy 82
      • 11.13 Samsung Group 83
        • 11.13.1 Company Overview 83
        • 11.13.2 Financial Overview 84
        • 11.13.3 Products/Services Offered 84
        • 11.13.4 Key Developments 84
        • 11.13.5 SWOT Analysis 85
        • 11.13.6 Key Strategy 85
      • 11.14 Microsoft Corporation 86
        • 11.14.1 Company Overview 86
        • 11.14.2 Financial Overview 87
        • 11.14.3 Products/Services/Solutions Offered 87
        • 11.14.4 Key Developments 87
        • 11.14.5 SWOT Analysis 88
        • 11.14.6 Key Strategies 88
      • 11.15 HTC Corporation 89
        • 11.15.1 Company Overview 89
        • 11.15.2 Financial Overview 89
        • 11.15.3 Products/Services/Solutions Offered 90
        • 11.15.4 Key Developments 90
        • 11.15.5 SWOT Analysis 90
        • 11.15.6 Key Strategies 90
      • 11.16 Sony Corporation 91
        • 11.16.1 Company Overview 91
        • 11.16.2 Financial Overview 92
        • 11.16.3 Products/Services/Solutions Offered 92
        • 11.16.4 Key Developments 92
        • 11.16.5 SWOT Analysis 93
        • 11.16.6 Key Strategies 93

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