
Augmented and Virtual Reality Market- Global Drivers, Trends, and Forecast to 2021
- July, 2015
- Domain: ICT - Social, Mobile, Analytics & Cloud (SMAC),smart technologies






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Virtual reality is a computer-generated simulation, and is meant for the recreation of a real-world environment. The technology provides an immersive experience to the user. On the other hand, augmented reality is an enhancement on the top, wherein the users have the ability to interact with the simulated environment.
Both, augmented and virtual realities are based on the same type of technology, and has applications in media & entertainment, gaming, education, flight simulation, commercial, industrial, and medical science & technology. The Augmented and Virtual Reality technology will further grow with the development of better hardware, software and motion control. The market is gaining traction due to the high adoption rate among tech-savvy consumers. As such, several major tech vendors are launching more and more applications and products based on these technologies.
The rise in demand for head-mounted displays for entertainment, demand for smart devices with embedded VR and AR features, and rise in popularity of e-commerce are some of the major drivers for the growth of AR & VR market. The Augmented and Virtual Reality market is segmented by technology, components, verticals, regions. Some of the Augmented and Virtual Reality market vendors are Microsoft, Google, Oculus, Vuzix, Samsung, EON Reality, Blippar, Magic Leap and Infinity Augmented Reality.
The study covers and analyses the “Augmented and Virtual Reality” market. Bringing out the complete key insights of the industry, the report aims to provide an opportunity for players to understand the latest trends, current market scenario, government initiative, and technologies related to the market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.
1.1 Industry Overview
1.2 Industry Trends
1.3 PESTEL Analysis
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.3 SAM as a Segment of TAM
3.4 Related Markets
4 Market Outlook
4.1 Overview
4.2 Ecosystem
4.3 Segmentation
4.4 Porter 5 (Five) Forces
5 Market Characteristics
5.1 Market Trends
5.2 Value Chain
5.3 Market Dynamics
5.3.1 Drivers
5.3.2 Restraints
5.3.3 Opportunities
5.4 DRO – Impact Analysis
5.5 Key Stakeholders
6 Technology: Market Size and Analysis
6.1 Overview
6.2 Augmented reality technology
6.3 Virtual reality technology
7 Component: Market Size and Analysis
7.1 Overview
7.2 Augmented reality and virtual reality hardware component
7.3 Augmented reality and virtual reality software component
8 Device type: Market Size & Analysis
8.1 Overview
8.2 Augmented reality devices
8.3 Virtual reality devices
8.4 Projector & display wall
9 Verticals: Market Size and Analysis
9.1 Overview
9.2 Aerospace & defense
9.3 Consumers
9.4 Medical
9.5 Tourism
9.6 Others
10 Regions: Market Size and Analysis
10.1 Overview
10.2 Americas
10.3 Europe
10.4 Asia Pacific
10.5 MEA
11 Competitive Analysis
11.1 Overview
11.2 Oculus
11.3 Google
11.4 Samsung
11.5 Vuzix
Includes other major vendors
12 Vendor Profiles*
12.1 Oculus
12.2 Google
12.3 Samsung
12.4 Vuzix
Includes other major vendors
13 Companies to Watch for #
14 Expert’s Views
Annexure
Abbreviations
* Vendor profiles will include: overview, business units, geographical revenue, recent developments, business focus, SWOT, and business strategy
# Companies to watch for will include small private players present in the market
Research Framework
Infoholic research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:
- Data Collation (Primary & Secondary)
- In-house Estimation (Based on proprietary data bases and Models)
- Market Triangulation
- Forecasting

Market related information is congregated from both primary and secondary sources.
Primary sources
involved participants from all global stakeholders such as Solution providers, service providers, Industry associations, thought leaders etc. across levels such as CXOs, VPs and managers. Plus, our in-house industry experts having decades of industry experience contribute their consulting and advisory services.
Secondary sources
include public sources such as regulatory frameworks, government IT spending, government demographic indicators, industry association statistics, and company publications along with paid sources such as Factiva, OneSource, Bloomberg among others.