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Europe Augmented Reality and Virtual Reality Market


Europe Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), and Country: Trend Forecast and Growth Opportunity

Report code: SDMRCO1703098 | Industry: Computers, Electrics & Communications | Published On: 10/31/2023


Europe augmented reality and virtual reality market was valued at $ 17.85 billion in 2022 and will grow by 33% annually over 2022-2032, driven by the wider Internet coverage, the increasing demand for immersive experiences, prevalent mobile and smart devices, and rising demand from consumer electronics, e-commerce, and healthcare domain.
Highlighted with 42 tables and 71 figures, this 150-page report “Europe Augmented Reality and Virtual Reality Market 2022-2032 by Technology (AR, VR), Offering (Hardware, Software, Services), Device Type (AR Devices, VR Devices), Industry Vertical, End User (Consumer, Enterprise), 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. The report is based on studies on 2020-2022 and provides forecast from 2023 till 2032 with 2022 as the base year. (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.)

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 and Russia-Ukraine conflict. 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, Offering, Device Type, Industry Vertical, End User, and Country.

Based on Technology, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Augmented Reality (AR)
o Marker-based Augmented Reality (Passive Marker, Active Marker)
o Markerless Augmented Reality (Model-based Tracking, Image-based Processing)
o Other Technologies
• Virtual Reality (VR)
o Nonimmersive Technology
o Semi-Immersive Technology
o Fully Immersive Technology

Based on Offering, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Hardware
o Sensors
o Semiconductor Component
o Displays and Projectors
o Position Trackers
o Cameras
o Other Hardware
• Software
o Software Developer Kits
o Cloud-based Solutions
• Services

By Device Type, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• AR Devices
o Head-Mounted Display (HMD)
o Head-Up Display (HUD)
o Smart Glasses
o Handheld Devices and Others
• VR Devices
o Head-Mounted Display (HMD)
o Gesture-Tracking Device
o Projector & Display Wall

By Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Gaming & Entertainment
• Industrial & Manufacturing
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals

By End User, the Europe market is segmented into the following sub-markets with annual revenue ($ mn) for 2022-2032 included in each section.
• Consumer
• Enterprise
o Large Enterprises
o Small- & Medium-sized Enterprises (SMEs)

Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Netherlands
• Rest of Europe (further segmented into Russia, Switzerland, Poland, Sweden, Belgium, Austria, Ireland, Norway, Denmark, and Finland)
For each key country, detailed analysis and data for annual revenue ($ mn) are available for 2022-2032. The breakdown of national markets by Technology, Offering, and Industry Vertical over the forecast years are also included.

The report also covers the current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Selected Key Players:
Apple Inc.
Atheer, Inc.
Blippar Ltd.
Catchoom Technologies, S.L.
EON Reality, Inc.
Facebook Inc.
Google, LLC
HP Development Co., L.P.
Intellectsoft LLC
Leap Motion, Inc.
Lumus Ltd.
Magic Leap, Inc
Microsoft Corp.
Niantic Inc.
Nintendo Co., Ltd.
Oculus VR, LLC
Optinvent S.A.
Popar Co., Ltd.
Qualcomm Technologies Inc.
Samsung Co., Ltd.
Sony Corporation
Total Immersion
Universal mCloud Corp. (NGRAIN)
Virtuix
Vuzix Corp.
Wayray AG
Wikitude GmbH
Zappar Ltd.
Zugara, Inc.
(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.)

1  Introduction 9
1.1  Industry  Definition  and  Research  Scope 9
1.1.1  Industry  Definition 9
1.1.2  Research  Scope 10
1.2  Research  Methodology 13
1.2.1  Overview  of  Market  Research  Methodology 13
1.2.2  Market  Assumption 14
1.2.3  Secondary  Data 14
1.2.4  Primary  Data 14
1.2.5  Data  Filtration  and  Model  Design 15
1.2.6  Market  Size/Share  Estimation 16
1.2.7  Research  Limitations 17
1.3  Executive  Summary 18
2  Market  Overview  and  Dynamics 21
2.1  Market  Size  and  Forecast 21
2.1.1  Impact  of  COVID-19  on  World  Economy 22
2.1.2  Impact  of  COVID-19  on  the  Market 25
2.1.3  Impact  of  Russia-Ukraine  Conflict:  War  Slows  Economic  Recovery 27
2.2  Major  Growth  Drivers 31
2.3  Market  Restraints  and  Challenges 36
2.4  Emerging  Opportunities  and  Market  Trends 39
2.5  Porter’s  Fiver  Forces  Analysis 43
3  Segmentation  of  Europe  Market  by  Technology 47
3.1  Market  Overview  by  Technology 47
3.2  Augmented  Reality  (AR) 49
3.2.1  Marker-based  AR 50
3.2.2  Markerless  AR 51
3.3  Virtual  Reality  (VR) 52
3.3.1  Nonimmersive  Technology 53
3.3.2  Semi-Immersive  Technology 54
3.3.3  Fully  Immersive  Technology 55
4  Segmentation  of  Europe  Market  by  Offering 56
4.1  Market  Overview  by  Offering 56
4.2  Hardware 58
4.2.1  Sensors 60
4.2.2  Semiconductor  Component 61
4.2.3  Displays  and  Projectors 62
4.2.4  Position  Trackers 63
4.2.5  Cameras 64
4.2.6  Other  Hardware 65
4.3  Software 66
4.3.1  Software  Developer  Kits 67
4.3.2  Cloud-based  Solutions 68
4.4  Services 69
5  Segmentation  of  Europe  Market  by  Device  Type 70
5.1  Market  Overview  by  Device  Type 70
5.2  AR  Devices 72
5.2.1  Head-Mounted  Display  (HMD) 74
5.2.2  Head-Up  Display  (HUD) 75
5.2.3  Smart  Glasses 76
5.2.4  Handheld  Devices  and  Others 77
5.3  VR  Devices 78
5.3.1  Head-Mounted  Display  (HMD) 80
5.3.2  Gesture-Tracking  Device 81
5.3.3  Projector  &  Display  Wall 82
6  Segmentation  of  Europe  Market  by  Industry  Vertical 83
6.1  Market  Overview  by  Industry  Vertical 83
6.2  Gaming  &  Entertainment 85
6.3  Industrial  &  Manufacturing 86
6.4  Aerospace  &  Defense 87
6.5  Healthcare 88
6.6  Education 89
6.7  Automotive 90
6.8  Retail  &  Marketing 91
6.9  Other  Verticals 92
7  Segmentation  of  Europe  Market  by  End  User 93
7.1  Market  Overview  by  End  User 93
7.2  Consumer 95
7.3  Enterprise 96
7.3.1  Large  Enterprises 97
7.3.2  Small-  &  Medium-sized  Enterprises  (SMEs) 98
8  European  Market  2022-2032  by  Country 99
8.1  Overview  of  European  Market 99
8.2  Germany 102
8.3  U.K. 104
8.4  France 106
8.5  Spain 108
8.6  Italy 110
8.7  Netherlands 112
8.8  Rest  of  European  Market 114
9  Competitive  Landscape 116
9.1  Overview  of  Key  Vendors 116
9.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 119
9.3  Company  Profiles 120
Apple  Inc. 120
Atheer,  Inc. 122
Blippar  Ltd. 123
Catchoom  Technologies,  S.L. 124
EON  Reality,  Inc. 125
Facebook  Inc. 126
Google,  LLC 127
HP  Development  Co.,  L.P. 128
Intellectsoft  LLC 129
Leap  Motion,  Inc. 130
Lumus  Ltd. 131
Magic  Leap,  Inc 132
Microsoft  Corp. 133
Niantic  Inc. 134
Nintendo  Co.,  Ltd. 135
Oculus  VR,  LLC 136
Optinvent  S.A. 137
Popar  Co.,  Ltd. 138
Qualcomm  Technologies  Inc. 139
Samsung  Co.,  Ltd. 140
Sony  Corporation 141
Total  Immersion 142
Universal  mCloud  Corp.  (NGRAIN) 143
Virtuix 144
Vuzix  Corp. 145
Wayray  AG 146
Wikitude  GmbH 147
Zappar  Ltd. 148
Zugara,  Inc. 149
RELATED  REPORTS 150
List of Tables:

Table 1. Snapshot of Europe Augmented Reality and Virtual Reality Market in Balanced Perspective, 2022-2032 19
Table 2. World Economic Outlook, 2021-2031 23
Table 3. World Economic Outlook, 2021-2023 24
Table 4. Scenarios for Economic Impact of Ukraine Crisis 28
Table 5. Main Product Trends and Market Opportunities in Europe Augmented Reality and Virtual Reality Market 39
Table 6. Europe Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 47
Table 7. Europe Augmented Reality Market by Technology, 2022-2032, $ mn 49
Table 8. Europe Augmented Reality Market: Marker-based AR by Type, 2022-2032, $ mn 50
Table 9. Europe Augmented Reality Market: Markerless AR by Type, 2022-2032, $ mn 51
Table 10. Europe Virtual Reality Market by Technology, 2022-2032, $ mn 52
Table 11. Europe Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 56
Table 12. Europe Augmented Reality and Virtual Reality Market: Hardware by Type, 2022-2032, $ mn 59
Table 13. Europe Augmented Reality and Virtual Reality Market: Software by Type, 2022-2032, $ mn 66
Table 14. Europe Augmented Reality and Virtual Reality Market by Device Type, 2022-2032, $ mn 70
Table 15. Europe Augmented Reality Market by Device, 2022-2032, $ mn 73
Table 16. Europe Virtual Reality Market by Device, 2022-2032, $ mn 79
Table 17. Europe Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 83
Table 18. Europe Augmented Reality and Virtual Reality Market by End User, 2022-2032, $ mn 93
Table 19. Europe Augmented Reality and Virtual Reality Market by End User, 2022-2032, $ mn 96
Table 20. Europe Augmented Reality and Virtual Reality Market by Country, 2022-2032, $ mn 101
Table 21. Germany Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 103
Table 22. Germany Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 103
Table 23. Germany Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 103
Table 24. U.K. Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 105
Table 25. U.K. Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 105
Table 26. U.K. Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 105
Table 27. France Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 107
Table 28. France Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 107
Table 29. France Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 107
Table 30. Spain Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 109
Table 31. Spain Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 109
Table 32. Spain Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 109
Table 33. Italy Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 111
Table 34. Italy Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 111
Table 35. Italy Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 111
Table 36. Netherlands Augmented Reality and Virtual Reality Market by Technology, 2022-2032, $ mn 113
Table 37. Netherlands Augmented Reality and Virtual Reality Market by Offering, 2022-2032, $ mn 113
Table 38. Netherlands Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, $ mn 113
Table 39. Augmented Reality and Virtual Reality Market in Rest of Europe by Country, 2022-2032, $ mn 115
Table 40. Apple Inc.: Company Snapshot 120
Table 41. Apple Inc.: Business Segmentation 121
Table 42. Apple Inc.: Product Portfolio 121
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