Europe augmented reality (AR) and virtual reality (VR) market reached $4.57 billion in 2018, and will skyrocket to $50.55 billion by 2026.
Highlighted with 37 tables and 43 figures, this 117-page report “Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: 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. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026. (Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
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. 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.
Based on technology, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
o Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
• Virtual Reality (VR)
o Nonimmersive Technology
o Semi-Immersive and Fully Immersive Technology
Based on component, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Others
• Software
o Software Developer Kits
o Cloud Services
Based on device type, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Augmented Reality Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Handheld Device
• Virtual Reality Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall
Based on industry vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Manufacturing
• Retail
• Others
Based on end-user, the Europe market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
• Consumer
• Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)
Geographically, the following listed national markets are fully investigated:
• Germany
• UK
• France
• Russia
• Italy
• Spain
• Rest of Europe
For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are 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:
DAQR
EON. Reality Inc.
Facebook
Google
HTC
Microsoft
Samsung
Seiko Epson
Sony
Vuzix Corporation
(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Summary:
Get latest Market Research Reports on Europe Augmented Reality and Virtual Reality. Industry analysis & Market Report on Europe Augmented Reality and Virtual Reality is a syndicated market report, published as Europe Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity. It is complete Research Study and Industry Analysis of Europe Augmented Reality and Virtual Reality market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.