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Virtual and Augmented Reality: Technologies and Global Markets

  • March 2016
  • -
  • BCC Research
  • -
  • 130 pages


Table of Contents

Use this report to:

Analyze augmented reality (AR) and virtual reality (VR) device revenues, including software.
Receive information about the usage of VR and AR in the gaming, healthcare and defense sectors.
Examine region-specific developments in the AR and VR markets.
Identify segments with high growth potential, and understand future applications of given segments.


The global market for virtual and augmented reality was nearly $4.5 billion in 2014. The market is expected to reach $105.2 billion by 2020 from $8.1 billion in 2015, increasing at a compound annual growth rate (CAGR) of 67% from 2015 to 2020.
The gaming sector of this market is expected to grow from $2.5 billion in 2015 to $32.0 billion in 2020 at a CAGR of 66.3% for the period 2015-2020.
The education sector will grow from $1.0 billion in 2015 to nearly $15.6 billion in 2020 at a CAGR of 72.3% for the period 2015-2020.


Virtual reality (VR) and augmented reality (AR) technologies are growing in popularity as they finally emerge from the lab into applications for everyday life. While VR is often popularly viewed only as an immersive technology, the core of VR is a human-computer interface, according to the Institute of Electrical and Electronics Engineers (IEEE). The IEEE takes a broad view of VR, ranging from flight simulators to synthetic environments. Commercial VR investments are being made in components such as hardware (processors, headsets, input devices, etc.), software (programs that enable the hardware or delivery of content) and content creation (producing interactive or passive content for VR systems).

While VR is just gaining traction, augmented reality (AR) has been around for some time. It involves supplementing the physical or real-world environment with computer-generated sensory input. As with VR, the key components are hardware, including processors, displays, sensors and input devices, software and propriate content.

New technology such as Google Glass, head-up displays (HUDs) and head-mounted displays (HMDs) are driving innovation in the development and usage of VR and AR.
Applications in gaming, healthcare, and the military, education and industrial markets are providing opportunities for developers and driving market growth. This report highlights the changing market landscape and measures the opportunities available to suppliers of VR and AR devices and technologies in the coming years.


This report is an industry analysis of the VR/AR market. The information in this report includes factors currently driving and restraining the growth of the market, as well as factors that will affect the future of the industry. The goals and objectives of this report include the following:

To measure the current global l market and project growth over the next five years for both the overall market and key market segments.
To understand opportunities and innovation-driven market highlights, and the major regions and countries involved in such developments.
To analyze the applications of VR and AR and the market dynamics of each application.
To identify segments with high growth potential, and to understand future applications of given segments.
To examine key trends related to types, applications, subsystems and regional factors that shape and influence the overall VR and AR industry.
To examine region-specific developments.
To list the major stakeholders in the market and the competitive landscape for market leaders.
To analyze growth strategies of key players.
To analyze relevant patent data.

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