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Global Augmented Reality and Virtual Reality Gear Market 2017-2021

About Augmented Reality and Virtual Reality Gear

AR is a technology that diminishes the line between reality and computer-generated graphics. It enhances a user's experience, in terms of what the user sees, hears, feels, and smells. VR creates an immersive computer-generated environment that is like the real word. VR technology uses computers to develop a simulated artificial environment. With VR, a user can be a part of the experience rather than just view the content on a screen.

Technavio’s analysts forecast the global augmented reality and virtual reality gear market to grow at a CAGR of 37.45% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global augmented reality and virtual reality gear market for 2017-2021. To calculate the market size, the report considers the unit shipment of each device is multiplied by the average selling price (ASP)..

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Augmented Reality and Virtual Reality Gear Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • DAQRI
  • Microsoft
  • Atheer
  • Meta
  • BAE Systems
  • Samsung Electronics
  • Oculus
  • HTC
  • Google
  • Sony
  • Razer
  • VisusVR
  • FOVE
  • Starbreeze
Market driver
  • Use of AR technology for effective advertising
  • For a full, detailed list, view our report
Market challenge
  • Lack of content
  • For a full, detailed list, view our report
Market trend
  • Growing developer interest in AR and VR apps
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Augmented Reality and Virtual Reality Gear Market 2017-2021

Technavio recognizes the following companies as the key players in the global augmented reality and virtual reality gear market: DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, and Starbreeze.

Commenting on the report, an analyst from Technavio’s team said: “The latest trend gaining momentum in the market is growing developer interest in AR and VR apps. The growth of the AR and VR market crucially depends on individual developers. The recent launch of the highly popular game Pokémon Go has increased interest and awareness about AR technology among users”

According to the report, one of the major drivers for this market is use of AR technology for effective advertising. With the use of AR, marketers can combine the physical world with the digital world. It creates opportunities for users as well as brands to connect with the product on a real-time basis, thereby driving purchases. AR advertisements are highly immersive and give customers the opportunity to find the best fit by responding to the requirements and matching one's interests.

Further, the report states that one of the major factors hindering the growth of this market is lack of content. There are numerous AR apps available in the market. These apps are developed mostly by individuals and companies. However, the majority of these apps fail to meet users' expectations, thereby reducing the growth potential and acceptance of AR among consumers.

Companies Mentioned

DAQRI, Microsoft, Atheer, Meta, BAE Systems, Samsung Electronics, Oculus, HTC, Google, Sony, Razer, VisusVR, FOVE, Starbreeze.

  • Executive summary
  • Scope of the report
    • Market overview
      • Table Hardware of global AR and VR gear market
    • Definitions
    • Base year and forecast period
    • Market size calculation
      • Table Global AR and VR gear market size calculation
    • Market segmentation by product
    • End-user segments
    • Geographical segmentation
      • Table Key countries in global AR and VR gear market
    • Vendor segmentation
    • Common currency conversion rates
      • Table Currency exchange rates 2014-2016
    • Vendor offerings
      • Table Product offerings for AR
      • Table Product offerings for VR
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Market overview
      • Table Overview of global AR and VR gear market
  • Technology life cycle
    • Table Technology life cycle of AR and VR 1960-2035
  • Market landscape
    • Market size and forecast
      • Table Global AR and VR gear market by revenue 2016-2021 ($ billions)
      • Table Global AR and VR gear market by shipment 2016-2021 (millions of units)
    • Five forces analysis
  • Market segmentation by technology
    • AR
    • VR
      • Table Overview of VR technology
  • Market segmentation by product
    • Table Global AR and VR gear market by product 2016-2021 (% revenue share)
    • Table Global AR and VR gear market by product 2016-2021 (% shipment share)
    • Global AR and VR gear market by smart glasses
      • Table Global AR and VR gear market by smart glasses 2016-2021 ($ billions)
      • Table Global AR and VR gear market by smart glasses 2016-2021 (millions of units)
      • Table ASP of smart glasses 2016-2021 ($)
    • Global AR and VR gear market by HMDs
      • Table Global AR and VR gear market by HMDs 2016-2021 ($ billions)
      • Table Global AR and VR gear market by HMDs 2016-2021 (millions of units)
      • Table ASP of HMDs 2016-2021 ($)
    • Global AR and VR gear market by VR cardboards
      • Table Global AR and VR gear market by VR cardboards 2016-2021 ($ billions)
      • Table Global AR and VR gear market by VR cardboards 2016-2021 (millions of units)
      • Table ASP of VR cardboards 2016-2021 ($)
    • Global AR and VR gear market by VR headsets
      • Table Global AR and VR gear market by VR headsets 2016-2021 ($ billions)
      • Table Global AR and VR gear market by VR headsets 2016-2021 (millions of units)
      • Table ASP of VR headsets 2016-2021 ($)
  • Market segmentation by end-user
    • Market overview
      • Table Global AR and VR gear market by end-user 2016-2021 (% revenue share)
      • Table Global AR and VR gear market by end-user 2016-2021 (% unit shipment)
      • Table Revenue trend line for AR and VR gear by end-user 2016-2021 ($ billions)
      • Table Shipment trend line for AR and VR gear by end-user 2016-2021 (millions of units)
    • Global AR and VR gear market by consumers
      • Table Global AR and VR gear market by consumers 2016-2021 ($ billions)
      • Table Global AR and VR gear shipments for consumer sector 2016-2021 (millions of units)
    • Global AR and VR gear market by enterprises
      • Table Global AR and VR gear market by enterprises 2016-2021 ($ billions)
      • Table Global AR and VR gear market by enterprises 2016-2021 (millions of units)
    • Global AR and VR gear market by military and defense
      • Table Global AR and VR gear market by military and defense 2016-2021 ($ billions)
      • Table Global AR and VR gear market by military and defense 2016-2021 (millions of units)
      • Table Major applications of HMDs in military and defense sector
  • Geographical segmentation
    • Global AR and VR gear market by geography
      • Table Global AR and VR gear market by geography 2016-2021 (% revenue share)
      • Table Revenue trend line for AR and VR gear by geography 2016-2021 ($ billions)
    • AR and VR gear market in Americas
      • Table AR and VR gear market in Americas 2016-2021 ($ billions)
      • Table AR and VR gear market in Americas 2016 (% unit shipment)
    • AR and VR gear market in EMEA
      • Table AR and VR gear market in EMEA 2016-2021 ($ billions)
      • Table AR and VR gear market in EMEA 2016 (% unit shipment)
    • AR and VR gear market in APAC
      • Table AR and VR gear market in APAC 2016-2021 ($ billions)
      • Table AR and VR gear market in APAC 2016 (% unit shipment)
  • Market drivers
    • Improving optical design
    • AR and VR gear integrated with head and eye movement trackers
    • Use of AR technology for effective advertising
    • Increasing number of vendors in AR and VR gear market
    • Large-scale workforce automation
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
    • Lack of content
    • Connectivity issues, low awareness, and high user expectations impacting AR and VR adoption
    • Simulation or motion sickness hindering VR gear adoption
    • Limitations of VR cardboards
    • Stringent government regulations
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
    • Growing developer interest in AR and VR apps
    • Increasing crowdfunding campaigns for VR and AR start-ups
    • Emergence of depth-sensing cameras
    • Development of SLAM technology
  • Vendor landscape
    • Competitive scenario
      • Table Vendors in global smart glasses market
      • Table Vendors in global HMD market
      • Table Vendors in global VR cardboard market
      • Table Vendors in global VR headset market
  • Appendix
    • List of abbreviations
  • Explore Technavio

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