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Augmented Reality and Virtual Reality Apps Market, Global Outlook and Forecast 2023-2030

When technology is used to augment a user's experience of the real world it is termed as Augmented Reality (AR). When technology is used to completely immerse the user in a virtually simulated world, it is termed as Virtual Reality (VR). These two technologies are finding more and more potential applications every day.
This report aims to provide a comprehensive presentation of the global market for Augmented Reality and Virtual Reality Apps, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Augmented Reality and Virtual Reality Apps. This report contains market size and forecasts of Augmented Reality and Virtual Reality Apps in global, including the following market information:
Global Augmented Reality and Virtual Reality Apps Market Revenue, 2018-2023, 2024-2030, ($ millions)
Global top five companies in 2022 (%)
The global Augmented Reality and Virtual Reality Apps market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
For Non-Immersive Systems Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Augmented Reality and Virtual Reality Apps include Augmented Pixels, Aurasma, Blippar, Catchoom, DAQRI, Wikitude, AR Circuits, SkyView and Anatomy 4D, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Augmented Reality and Virtual Reality Apps companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Augmented Reality and Virtual Reality Apps Market, by Type, 2018-2023, 2024-2030 ($ millions)
Global Augmented Reality and Virtual Reality Apps Market Segment Percentages, by Type, 2022 (%)
For Non-Immersive Systems
For Semi-Immersive Projection Systems
For Fully Immersive Head-Mounted Systems
Global Augmented Reality and Virtual Reality Apps Market, by Application, 2018-2023, 2024-2030 ($ millions)
Global Augmented Reality and Virtual Reality Apps Market Segment Percentages, by Application, 2022 (%)
Education and training
Video Game
Media
Tourism
Social Media
Others
Global Augmented Reality and Virtual Reality Apps Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)
Global Augmented Reality and Virtual Reality Apps Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Augmented Reality and Virtual Reality Apps revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Augmented Reality and Virtual Reality Apps revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Augmented Pixels
Aurasma
Blippar
Catchoom
DAQRI
Wikitude
AR Circuits
SkyView
Anatomy 4D
Blippar
BuildAR.com
Virtals
EON Reality Inc.
Google
Zappar
Wikitude
Reza Moh
Outline of Major Chapters:
Chapter 1: Introduces the definition of Augmented Reality and Virtual Reality Apps, market overview.
Chapter 2: Global Augmented Reality and Virtual Reality Apps market size in revenue.
Chapter 3: Detailed analysis of Augmented Reality and Virtual Reality Apps company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Augmented Reality and Virtual Reality Apps in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.