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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. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2030
Figure 5. Europe 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 Europe Augmented Reality and Virtual Reality Market
Figure 8. Primary Restraints and Impact Factors of Europe Augmented Reality and Virtual Reality Market
Figure 9. Porter’s Fiver Forces Analysis of Europe Augmented Reality and Virtual Reality Market
Figure 10. Breakdown of Europe Augmented Reality and Virtual Reality Market by Technology, 2020-2030, % of Revenue
Figure 11. Contribution to Europe 2021-2030 Cumulative Revenue by Technology, Value ($ bn) and Share (%)
Figure 12. Europe Augmented Reality (AR) Market, 2020-2030, $ bn
Figure 13. Europe Virtual Reality (VR) Market, 2020-2030, $ bn
Figure 14. Breakdown of Europe Augmented Reality and Virtual Reality Market by Component, 2020-2030, % of Revenue
Figure 15. Contribution to Europe 2021-2030 Cumulative Revenue by Component, Value ($ bn) and Share (%)
Figure 16. Europe AR and VR Hardware Market, 2020-2030, $ bn
Figure 17. Europe AR and VR Software Market, 2020-2030, $ bn
Figure 18. Breakdown of Europe Augmented Reality and Virtual Reality Market by Device Type, 2020-2030, % of Revenue
Figure 19. Contribution to Europe 2021-2030 Cumulative Revenue by Device Type, Value ($ bn) and Share (%)
Figure 20. Europe AR Devices Market, 2020-2030, $ bn
Figure 21. Europe VR Devices Market, 2020-2030, $ bn
Figure 22. Breakdown of Europe Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, % of Revenue
Figure 23. Contribution to Europe 2021-2030 Cumulative Revenue by Industry Vertical, Value ($ bn) and Share (%)
Figure 24. Europe Augmented Reality and Virtual Reality Market for Gaming, 2020-2030, $ bn
Figure 25. Europe Augmented Reality and Virtual Reality Market for Entertainment & Media, 2020-2030, $ bn
Figure 26. Europe Augmented Reality and Virtual Reality Market for Aerospace & Defense, 2020-2030, $ bn
Figure 27. Europe Augmented Reality and Virtual Reality Market for Healthcare, 2020-2030, $ bn
Figure 28. Europe Augmented Reality and Virtual Reality Market for Education, 2020-2030, $ bn
Figure 29. Europe Augmented Reality and Virtual Reality Market for Manufacturing, 2020-2030, $ bn
Figure 30. Europe Augmented Reality and Virtual Reality Market for Retail, 2020-2030, $ bn
Figure 31. Europe Augmented Reality and Virtual Reality Market for Other Sectors, 2020-2030, $ bn
Figure 32. Breakdown of Europe Augmented Reality and Virtual Reality Market by End-user, 2020-2030, % of Revenue
Figure 33. Contribution to Europe 2021-2030 Cumulative Revenue by End-user, Value ($ bn) and Share (%)
Figure 34. Europe Consumer AR and VR Market, 2020-2030, $ bn
Figure 35. Europe Enterprise AR and VR Market, 2020-2030, $ bn
Figure 36. Breakdown of European Augmented Reality and Virtual Reality Market by Country, 2020 and 2030, % of Revenue
Figure 37. Contribution to Europe 2021-2030 Cumulative Revenue by Country, Value ($ bn) and Share (%)
Figure 38. Augmented Reality and Virtual Reality Market in UK by Revenue, 2020-2030, $ bn
Figure 39. Augmented Reality and Virtual Reality Market in France by Revenue, 2020-2030, $ bn
Figure 40. Augmented Reality and Virtual Reality Market in Germany by Revenue, 2020-2030, $ bn
Figure 41. Augmented Reality and Virtual Reality Market in Spain by Revenue, 2020-2030, $ bn
Figure 42. Augmented Reality and Virtual Reality Market in Italy by Revenue, 2020-2030, $ bn
Figure 43. Augmented Reality and Virtual Reality Market in Russia by Revenue, 2020-2030, $ bn
Figure 44. Augmented Reality and Virtual Reality Market in Rest of Europe by Revenue, 2020-2030, $ bn
Figure 45. Growth Stage of Europe Augmented Reality and Virtual Reality Industry over the Forecast Period
List of Tables
Table 1. Snapshot of Europe 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 Europe Augmented Reality and Virtual Reality Market
Table 4. Europe Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 5. Europe Augmented Reality Market by Technology, 2020-2030, $ bn
Table 6. Europe Marker-based AR Market by Technology, 2020-2030, $ bn
Table 7. Europe Markerless Augmented Reality Market by Technology, 2020-2030, $ bn
Table 8. Europe Virtual Reality Market by Technology, 2020-2030, $ bn
Table 9. Europe Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 10. Europe AR and VR Hardware Market by Type, 2020-2030, $ bn
Table 11. Europe AR and VR Software Market by Type, 2020-2030, $ bn
Table 12. Europe Augmented Reality and Virtual Reality Market by Device Type, 2020-2030, $ bn
Table 13. Europe Augmented Reality Devices Market by Type, 2020-2030, $ bn
Table 14. Europe Virtual Reality Devices Market by Type, 2020-2030, $ bn
Table 15. Europe Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 16. Europe Augmented Reality and Virtual Reality Market by End-user, 2020-2030, $ bn
Table 17. Europe Enterprise AR and VR Market by Organization Size, 2020-2030, $ bn
Table 18. Europe Augmented Reality and Virtual Reality Market by Country, 2020-2030, $ bn
Table 19. UK Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 20. UK Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 21. UK Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 22. France Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 23. France Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 24. France Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 25. Germany Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 26. Germany Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 27. Germany Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 28. Spain Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 29. Spain Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 30. Spain Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 31. Italy Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 32. Italy Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 33. Italy Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 34. Russia Augmented Reality and Virtual Reality Market by Technology, 2020-2030, $ bn
Table 35. Russia Augmented Reality and Virtual Reality Market by Component, 2020-2030, $ bn
Table 36. Russia Augmented Reality and Virtual Reality Market by Industry Vertical, 2020-2030, $ bn
Table 37. DAQR: Company Snapshot
Table 38. DAQR: Business Segmentation
Table 39. DAQR: Product Portfolio
Table 40. DAQR: Revenue, 2019-2021, $ bn
Table 41. DAQR: Recent Developments
Table 42. Risk Evaluation for Investing in Europe Market, 2020-2030
Table 43. Critical Success Factors and Key Takeaways
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Virtual reality can be defined as a technology that creates a simulated environment through the use of computer technology. Virtual reality provides an immersed 3D environment to the user by simulating various senses such as vision, touch, hearing, and even smell. Virtual reality uses devices such as head-mounted displays, projectors, and display walls for generating realistic visuals and sounds for providing the experience of the real world in the virtual environment. Augmented reality (AR) is the integration of digital information with the user's environment in real time. Unlike virtual reality (VR), which creates a totally artificial environment, AR users experience a real-world environment with generated perceptual information overlaid on top of it.
Europe augmented reality and virtual reality market accounted for $8.03 billion in 2020 and will grow by 37.5% annually over 2020-2027 owing to the rising need for AR and VR technology amid the COVID-19 pandemic in the region. The growth of the virtual reality market has been highly increased by the integration of technology into the gaming industry. The gaming industry is using virtual reality to provide an enhanced experience to customers. The virtual reality headsets and projectors have been provided with fully immersive 3D visions and experiences, which are expected to act as a major driver for the growth of the virtual reality market. However, the complexities in user interface designing and integration of technologies in order to build an optimum virtual reality experience are acting as a major restraining factor for the virtual reality market. The defense and aerospace industry uses virtual reality for training the army personals by providing various environmental conditions, this aids in reducing the overall cost of the training. The army personals can experience parachute jumping, submarine conditions, aircraft simulations, and combat scenarios without any loss of life and property through virtual reality. One of the most effective methods to incorporate these technologies into the fashion industry is through virtual try-on. Another excellent method is to provide users with optional features such as navigation in an AR application or a virtual tour of a store. Similarly, with VR, one of the most spectacular features is when a consumer puts on a head-mounted (easy-to-use) device and selects a model based on his or her body dimensions, then sees virtual try-on products on the models in an interactive fashion. This is not limited to clothing. For example, IKEA, a furniture retailer, uses augmented reality to allow buyers to view how furniture and other products would look in their own homes. The possibilities do not end with the consumer's cell phone at home. Smart mirrors and RFID tags in stores provide new opportunities for product recommendations to shoppers. However, factors such as requirement of high speed and computation power, limited user experience, digital fatigue, cybersecurity and regulatory concerns, lack of knowledge and training, lack of resources allocated to IT, and high implementation cost, are also a barrier in AR and VR market growth. Despite of all these drawbacks, benefits and uses of AR and VR is expected to drive adoption and support market growth during the forecast period. Gesture control device segment accounted for a significant revenue share and it is expected to grow at a steady rate over the forecast period. Gesture-based interfaces and technology allow users to control gadgets and manipulate objects in VR using their hands and other body parts. It creates a richer bridge between computers and humans than rudimentary user interfaces such as keyboard and mouse. Benefits and advantages of adopting high-efficiency gesture control devices have been acknowledged in various sectors and industries.
COVID-19 Impact
During the pandemic, European countries such as the UK and Germany, saw an increase in the adoption of AR and VR in the retail business. Since the outbreak, European businesses such as Adidas and ASOS have made significant investments in developing their own augmented reality fitting rooms and experiences. Customers and merchants have been forced into an almost totally digital landscape because of the COVID-19 crisis, prompting firms to turn to new, inventive solutions to both reproduce the in-store experience and boost customer happiness online. The issue of sizing is one of the most common ecommerce concerns, with online clothes having an especially high return rate. Brands across the region are addressing this problem by providing a tailored experience for their online customers using AR and VR technologies. As a result, the high level of investment by retail companies in technical developments has had a favourable impact on market growth.
Highlighted with 43 tables and 45 figures, this 125-page report “Europe Augmented Reality and Virtual Reality Market 2020-2027 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 Europe 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 Europe 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 Europe 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
• Germany
• UK
• France
• Spain
• Italy
• Russia
• Rest of Europe
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 Europe 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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