The Enterprise Augmented Reality and Virtual Reality Market Report 2023 gives the technical and financial data of the market for the present and the foreseeable future. This report is one of the most thorough and significant additions to the Astute Analytica market research archive. It provides a thorough investigation and analysis of important facets of the world market. The supply and demand scenario, pricing set-up, profit margins, production, and market analysis are all examined in this study as major driving forces behind the worldwide Enterprise Augmented Reality and Virtual Reality Market expansion.
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The report incorporates both qualitative and quantitative evaluations from subject-matter experts and representatives across various industries along the supply chain. The global enterprise augmented reality and virtual reality market is expected to grow to US$ 364.9 Billion by 2030, with an estimated compound annual growth rate of 39.2%. The market for enterprise AR-VR was valued at US$ 18.9 Billion in 2021.
The report gives a thorough analysis of the global keyword market, covering regional trends, market size, prospects for expansion, and important market factors in each region. In 2021, the United States Gross Domestic Product (GDP) value was US$ 23,315.08 billion, according to verified data from the World Bank. In terms of GDP, the United States accounts for 10.41% of the global economy. The mixed economy of the United States is very advanced. By nominal GDP, it has the largest economy in the world, and by purchasing power parity (PPP), it is second only to China in size.
The leading companies mentioned are
Key players in the global marketplace hold the majority of the market share which is close to 80%. The key players in the market are AWE Company, EON, Reality Inc., FXGear Inc., Google, Microsoft, Qualcomm Technologies, Cognitive3D, Samsung, Facebook Technologies LLC, Seiko Epson, LG Electronics, HP Development Company, L.P., and Huawei among others.
The report also acknowledges the impact of COVID-19, including updates on the Omicron mutation study, on the market. It considers both the direct impact of the pandemic and the indirect influence on related industries. The observations on the pandemic’s impact are included in the report.
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Furthermore, the report divides geographical regions into several major categories for production, consumption, revenue (in US dollars), and market share analysis. It discusses the predicted growth of the market in these regions between 2021 and 2031.
The segmentation overview of the global Enterprise Augmented Reality and Virtual Reality Market includes
By Component segment
- Hardware
- Headsets (HMDs/HUDs/Glasses)
- Displays
- Kiosks
- Software
- Services
By Type segment
- AR
- Marker less AR
- Location-based AR
- Projection based AR
- Superimposition AR
- Outlining AR
- VR
- Non-immersive VR
- Fully immersive VR
- Semi-immersive VR
- Augmented VR
- Collaborative VR
By Enterprise Size segment
- Large Enterprises
- SMBs
By Industry segment
- Retail
- E-Commerce
- Automotive
- Manufacturing & Logistics
- Construction & Real Estate
- Healthcare
- Education & Training
- Gaming
- Entertainment & Media
- Aerospace
- Travel & Tourism
- Others
By Region segment
- North America
- The U.S.
- Canada
- Mexico
- Europe
- Western Europe
- The UK
- Germany
- France
- Italy
- Spain
- Rest of Western Europe
- Eastern Europe
- Poland
- Russia
- Rest of Eastern Europe
- Western Europe
- Asia Pacific
- China
- India
- Japan
- Australia & New Zealand
- South Korea
- ASEAN
- Rest of Asia Pacific
- Middle East & Africa (MEA)
- UAE
- Saudi Arabia
- South Africa
- Rest of MEA
- South America
- Argentina
- Brazil
- Rest of South America
Overall, Astute Analytica’s report on the global Enterprise Augmented Reality and Virtual Reality Market appears to be a comprehensive resource for businesses seeking to understand the current state of the market and its future growth prospects.
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