North America Augmented Reality and Virtual Reality Market 2020-2030

North America augmented reality and virtual reality market is expected to grow by 34.6% annually in the forecast period and reach $92.54 billion by 2027.

North America augmented reality and virtual reality market is expected to grow by 34.6% annually in the forecast period and reach $92.54 billion by 2027 considering impact of COVID-19 pandemic. Augmented Reality (AR) technology accounts for a larger market share. North America is the key regional market, which includes the US, Canada, and Mexico. North America is a hub of technological developments that comply with economically robust countries. With the increasing demand from customers for high-quality products and services and better shopping experience, companies are on a constant hunt for innovations to serve their customers in the best possible way. At present, in North America (the US and Canada), the penetration of virtual reality and augmented reality solutions, especially in the retail sector, is high. The rising investments in technologies by both small & medium enterprises and large enterprises to enhance the overall operational efficiency and increase customer satisfaction and shopping experiences by converting traditional online or offline stores into modern smart shopping stores or platforms units, are fueling the growth of the market in the region. Also, increasing adoption of virtual reality (VR) technology to offer better customer experience across online retail stores is the major factor driving the growth of the North America virtual reality and augmented reality in retail market. Augmented and virtual reality techniques are being increasingly adopted in surgeries and diagnostics. Systems such as touch surgery use virtual reality to provide a view of the patient’s anatomy and physiology, thereby providing opportunities for surgeons in the operating room, This, in turn, is expected to augment the growth of the market for augmented reality and virtual reality in healthcare. Additionally, AR is being widely adopted for education and training purposes for medical personnel. Since AR-based learning modules provide anatomical visualization and simulation it gives the medical personnel a more wholesome complete learning experience. Moreover, these learning modules are even being used to train patients and helps them understand the treatment flow and care management better. The concept of live virtual entertainment is evolving worldwide and especially gaining momentum in the region of North America. Today, people are preferring at-home entertainment by adopting technology to access live events or shows. As the technology offers an immersive and real-world environment to the users, its demand for live music concerts, live events, or sports is growing significantly. The concept of live virtual entertainment is evolving worldwide. Today, people are preferring at-home entertainment by adopting technology to access live events or shows. As it offers a virtual world environment to the users, its demand for live music concerts, live events, or sports is growing significantly. 
The technology demands robust hardware components and high computing power for the proper functioning of devices. However, the majority of current desktop accessories are not compatible with applications. Similarly, most head-mounted displays are wireless and consume high energy, requiring high-energy batteries for long-duration operations. In industries such as gaming and entertainment, it is necessary to have devices with long battery life. Further, the highly connected devices and components require high-speed network bandwidth such as 5G. Thus, lack of suitable speed and power for operating the system might challenge the market growth.

COVID-19 Impact
With the COVID-19 pandemic spreading across the US, all industries have been severely impacted. As a result, any impact on industry has a direct impact on the region's economic growth. The unusual spike in COVID-19 cases in the US, as well as the accompanying lockdown to battle the virus's spread across the country in the first two quarters of 2020, has prompted many businesses to prepare for the worst. In 2020, technological investments experienced a dip, owing to the above-mentioned reasons. However, the retail industry has been adopting technologies such as virtual reality and augmented reality much before the pandemic. the pandemic has expedited the shift to digital purchasing by about five years. Virtual "try-before-you-buy" experiences ranging from previewing furniture and products in your house with daily brands like IKEA and Home Depot to digitally trying on luxury fashion brands like Louis Vuitton and Gucci have been on the increase.


Highlighted with 31 tables and 40 figures, this 115-page report “North America Augmented Reality and Virtual Reality Market 2020-2030 by Technology, Component, Device Type, Industry Vertical, End-user, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. 

In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure 
• Growth Drivers 
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces

The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify North America augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country. 

By Technology
Augmented Reality (AR)
     • Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
     • Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
Virtual Reality (VR)
     • Nonimmersive Technology
     • Semi-Immersive and Fully Immersive Technology

By Component
Hardware
     • Sensors
     • Semiconductor Component
     • Displays and Projectors
     • Position Trackers
     • Cameras
     • Others
Software
     • Software Developer Kits
     • Cloud Services

By Device Type
Augmented Reality Devices
     • Head-Mounted Display (HMD)
     • Head-Up Display (HUD)
     • Handheld Device
Virtual Reality Devices
     • Head-Mounted Display (HMD)
     • Gesture-Tracking Device
     • Projector & Display Wall

By Industry Vertical
     • Gaming
     • Entertainment & Media
     • Aerospace & Defense
     • Healthcare
     • Education
     • Manufacturing
     • Retail
     • Others

By End User
Consumer
Enterprise
     • Large Enterprises 
     • Small- & Medium-sized Enterprises

By Geography
     • U.S.
     • Canada
     • Mexico

For each key country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years is also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in North America augmented reality and virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request): 
DAQR, EON. Reality Inc., Facebook, Google, HTC ,Microsoft, Samsung, Seiko Epson, Sony, Vuzix Corporation, 

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

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Table of Contents

  • 1. Introduction
  • 1.1. Industry Definition and Research Scope
  • 1.1.1. Industry Definition
  • 1.1.2. Research Scope
  • 1.2. Research Methodology
  • 1.2.1. Overview of Market Research Methodology
  • 1.2.2. Market Assumption
  • 1.2.3. Secondary Data
  • 1.2.4. Primary Data
  • 1.2.5. Data Filtration and Model Design
  • 1.2.6. Market Size/Share Estimation
  • 1.2.7. Research Limitations
  • 1.3. Executive Summary
  • 2. Market Overview and Qualitative Analysis
  • 2.1. Market Size and Forecast
  • 2.1.1. Impact of COVID-19 on World Economy
  • 2.1.2. Impact of COVID-19 on the Market
  • 2.2. Major Growth Drivers
  • 2.3. Market Restraints and Challenges
  • 2.4. Emerging Opportunities and Market Trends
  • 2.5. Porter’s Fiver Forces Analysis
  • 3. Segmentation of North America Market by Technology
  • 3.1. Market Overview by Technology
  • 3.2. North America Augmented Reality (AR) Market
  • 3.2.1. Marker-based Augmented Reality
  • 3.2.2. Marker-less Augmented Reality
  • 3.3. North America Virtual Reality (VR) Market
  • 3.3.1. Non-immersive Technology
  • 3.2.2. Semi-Immersive and Fully Immersive Technology
  • 4. Segmentation of North America Market by Component
  • 4.1. Market Overview by Component
  • 4.2. North America AR and VR Hardware Market
  • 4.3. North America AR and VR Software Market
  • 5. Segmentation of North America Market by Device Type
  • 5.1. Market Overview by Device Type
  • 5.2. North America AR Devices Market
  • 5.2.1. Head-Mounted Display (HMD)
  • 5.2.2. Head-Up Display (HUD)
  • 5.2.3. Handheld Device
  • 5.3. North America VR Devices Market
  • 5.3.1. Head-Mounted Display (HMD)
  • 5.3.2. Gesture-Tracking Device
  • 5.3.3. Projector & Display Wall
  • 6. Segmentation of North America Market by Industry Vertical
  • 6.1. Market Overview by Industry Vertical
  • 6.2. Gaming
  • 6.3. Entertainment & Media
  • 6.4. Aerospace & Defense
  • 6.5. Healthcare
  • 6.6. Education
  • 6.7. Manufacturing
  • 6.8. Retail
  • 6.9. Other Sectors
  • 7. Segmentation of North America Market by End-user
  • 7.1. Market Overview by End-user
  • 7.2. North America Consumer AR and VR Market
  • 7.3. North America Enterprise AR and VR Market
  • 8. North America Market 2017-2027 by Country
  • 8.1. Overview of North America Market
  • 8.2. U.S.
  • 8.3. Canada
  • 9. Competitive Landscape
  • 9.1. Overview of Key Vendors
  • 9.2. Company Profiles
  • 9.2.1. DAQR
  • 9.2.2. EON. Reality Inc.
  • 9.2.3. Facebook
  • 9.2.4. Google
  • 9.2.5. HTC
  • 9.2.6. Microsoft
  • 9.2.7. Samsung
  • 9.2.8. Seiko Epson
  • 9.2.9. Sony
  • 9.2.10. Vuzix Corporation
  • 10. Investing in North America Market: Risk Assessment and Management
  • 10.1. Risk Evaluation of North America Market
  • 10.2. Critical Success Factors (CSFs)
  • RELATED REPORTS AND PRODUCTS

List of Tables

Table 1. Snapshot of North America Augmented Reality and Virtual Reality Market in the Balanced Perspective, 2020-2030
Table 2. Growth Rate of World Real GDP, 2020-2021
Table 3. Main Product Trends and Market Opportunities in North America Augmented Reality and Virtual Reality Market
Table 4. North America Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 5. North America Augmented Reality Market by Technology, 2020-2030, $ bn
Table 6. North America Marker-based AR Market by Technology, 2020-2030, $ bn
Table 7. North America Markerless Augmented Reality Market by Technology, 2020-2030, $ bn
Table 8. North America Virtual Reality Market by Technology, 2020-2030, $ bn
Table 9. North America Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 10. North America AR and VR Hardware Market by Type, 2020-2030, $ bn
Table 11. North America AR and VR Software Market by Type, 2020-2030, $ bn
Table 12. North America Augmented Reality and Virtual Reality Market by Device Type, 2020-2030, $ bn
Table 13. North America Augmented Reality Devices Market by Type, 2020-2030, $ bn
Table 14. North America Virtual Reality Devices Market by Type, 2020-2030, $ bn
Table 15. North America Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 16. North America Augmented Reality and Virtual Reality Market by End-user, 2020-2030, $ bn
Table 17. North America Enterprise AR and VR Market by Organization Size, 2020-2030, $ bn
Table 18. North America Augmented Reality and Virtual Reality Market by Country, 2020-2030, $ bn
Table 19. U.S. Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 20. U.S. Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 21. U.S. Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 22. Canada Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 23. Canada Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 24. Canada Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 25. DAQR: Company Snapshot
Table 26. DAQR: Business Segmentation
Table 27. DAQR: Product Portfolio
Table 28. DAQR: Revenue, 2019-2021, $ bn
Table 29. DAQR: Recent Developments
Table 30. Risk Evaluation for Investing in North America Market, 2020-2030
Table 31. Critical Success Factors and Key Takeaways

List of Figures

Figure 1. Research Method Flow Chart
Figure 2. Breakdown of Primary Research
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 4. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2030
Figure 5. North America Augmented Reality and Virtual Reality Market by Revenue, 2020-2030, $ bn
Figure 6. Impact of COVID-19 on Business
Figure 7. Primary Drivers and Impact Factors of North America Augmented Reality and Virtual Reality Market
Figure 8. Primary Restraints and Impact Factors of North America Augmented Reality and Virtual Reality Market
Figure 9. Porter’s Fiver Forces Analysis of North America Augmented Reality and Virtual Reality Market
Figure 10. Breakdown of North America Augmented Reality and Virtual Reality Market by Technology, 2020-2030, % of Revenue
Figure 11. Contribution to North America 2021-2030 Cumulative Revenue by Technology, Value ($ bn) and Share (%)
Figure 12. North America Augmented Reality (AR) Market, 2020-2030, $ bn
Figure 13. North America Virtual Reality (VR) Market, 2020-2030, $ bn
Figure 14. Breakdown of North America Augmented Reality and Virtual Reality Market by Component, 2020-2030, % of Revenue
Figure 15. Contribution to North America 2021-2030 Cumulative Revenue by Component, Value ($ bn) and Share (%)
Figure 16. North America AR and VR Hardware Market, 2020-2030, $ bn
Figure 17. North America AR and VR Software Market, 2020-2030, $ bn
Figure 18. Breakdown of North America Augmented Reality and Virtual Reality Market by Device Type, 2020-2030, % of Revenue
Figure 19. Contribution to North America 2021-2030 Cumulative Revenue by Device Type, Value ($ bn) and Share (%)
Figure 20. North America AR Devices Market, 2020-2030, $ bn
Figure 21. North America VR Devices Market, 2020-2030, $ bn
Figure 22. Breakdown of North America Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, % of Revenue
Figure 23. Contribution to North America 2021-2030 Cumulative Revenue by Industry Vertical, Value ($ bn) and Share (%)
Figure 24. North America Augmented Reality and Virtual Reality Market for Gaming, 2020-2030, $ bn
Figure 25. North America Augmented Reality and Virtual Reality Market for Entertainment & Media, 2020-2030, $ bn
Figure 26. North America Augmented Reality and Virtual Reality Market for Aerospace & Defense, 2020-2030, $ bn
Figure 27. North America Augmented Reality and Virtual Reality Market for Healthcare, 2020-2030, $ bn
Figure 28. North America Augmented Reality and Virtual Reality Market for Education, 2020-2030, $ bn
Figure 29. North America Augmented Reality and Virtual Reality Market for Manufacturing, 2020-2030, $ bn
Figure 30. North America Augmented Reality and Virtual Reality Market for Retail, 2020-2030, $ bn
Figure 31. North America Augmented Reality and Virtual Reality Market for Other Sectors, 2020-2030, $ bn
Figure 32. Breakdown of North America Augmented Reality and Virtual Reality Market by End-user, 2020-2030, % of Revenue
Figure 33. Contribution to North America 2021-2030 Cumulative Revenue by End-user, Value ($ bn) and Share (%)
Figure 34. North America Consumer AR and VR Market, 2020-2030, $ bn
Figure 35. North America Enterprise AR and VR Market, 2020-2030, $ bn
Figure 36. Breakdown of North America Augmented Reality and Virtual Reality Market by Country, 2020 and 2030, % of Revenue
Figure 37. Contribution to North America 2021-2030 Cumulative Revenue by Country, Value ($ bn) and Share (%)
Figure 38. U.S. Augmented Reality and Virtual Reality Market by Revenue, 2020-2030, $ bn
Figure 39. Canada Augmented Reality and Virtual Reality Market by Revenue, 2020-2030, $ bn
Figure 40. Growth Stage of North America Augmented Reality and Virtual Reality Industry over the Forecast Period

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