74 datasets found
  1. Augmented reality market size worldwide 2017-2025

    • statista.com
    Updated Feb 21, 2025
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    Augmented reality market size worldwide 2017-2025 [Dataset]. https://www.statista.com/statistics/897587/world-augmented-reality-market-value/
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    Dataset updated
    Feb 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    World
    Description

    The worldwide market size for augmented reality is forecast to increase drastically in the next few years. Over the period from 2017 to 2025, the augmented reality market size is estimated to increase by over 195 billion U.S. dollars, increasing from roughly 3.5 billion in 2017 to over 198 billion U.S. dollars in 2025.

    Augmented reality vs virtual reality

    Augmented reality (AR) is a technology that blends digital components with the physical environment in such a way that they enhance each other but are easily told apart. AR makes use of sensory devices to modify a user’s environment to make it more meaningful through the ability to interact with it. One example of AR technology is the popular mobile game Pokémon Go. Virtual reality (VR) technology, on the other hand, creates a computer-generated simulation or recreation of a physical environment. VR immerses the user by making them feel like they are experiencing the simulation firsthand through the stimulation of their vision and/or hearing. Examples of VR technology include Facebook’s Oculus Rift and Sony’s PlayStation Virtual Reality.

    AR use becoming more popular?

    Consumer downloads of mobile augmented reality applications have been increasing worldwide since 2016. Total consumer downloads of augmented reality applications worldwide in 2022 are predicted at over 5.5 billion, a drastic increase from the 2016 downloads which were slightly over a billion.

  2. Virtual reality health care market value U.S. 2012 to 2017

    • statista.com
    Updated Aug 9, 2019
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    Statista (2019). Virtual reality health care market value U.S. 2012 to 2017 [Dataset]. https://www.statista.com/statistics/740367/virtual-reality-health-care-market-growth/
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    Dataset updated
    Aug 9, 2019
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    United States
    Description

    The growth of the virtual reality (VR) health care market in the U.S. has increased dramatically from 2012. As of 2017, the virtual reality health care market value was 976 million U.S. dollars. Virtual reality can be used in many aspects of health care including training, patient education, mental health therapy and pain therapy, to name a few. Virtual reality is just one of many exciting new technologies that can be used in patient care.

    Health care emerging technologies

    Health care emerging technologies include new and unique types of technology that are useful in patient care or health care training. These technologies can include virtual and augmented reality, 3D printing, and the use of drones in health care. For example, health care apps provide useful kinds of augmented reality that aid in health promotion, while 3D printing is being used in dental implants and other implantable devices.

    Virtual reality public opinion

    It has been estimated that health care uses of virtual reality will be the second largest share of the VR market by 2022. Given the evidence for an expanding market and growth in the field of emerging technologies in health, it is also important to consider public opinion. In a recent survey of U.S. adults over half indicated that VR could be useful in training surgeons. Another survey among U.S. residents indicated that a higher percentage of younger, rather than older, participants thought virtual reality will likely be used in medicine and psychology.

  3. Virtual Reality (VR) Market Size, Share, Growth & Trends

    • mordorintelligence.com
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    Mordor Intelligence, Virtual Reality (VR) Market Size, Share, Growth & Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Virtual Reality (VR) Technology, A Computer-Simulated Reality Creating An Artificial Environment, is Increasingly Used in Sectors Like Education, Gaming, and AI Applications. This Immersive Multimedia Offers A 3D Virtual World, Enhancing Learning Experiences and Gaming Environments. AI Integration Further Enriches the Virtual Environment. The Development of the Metaverse, A Collective Shared Space Combining VR, Augmented Reality, Mixed Reality, and Brain-Computer Interface, Promises An Interactive Virtual Reality Experience. The VR Market, Segmented by Hardware, End-User, and Geography, is Dominated by the Gaming Sector, With North America Leading Due To Numerous Startups Focusing On Computer-Generated Reality Technologies.

  4. VR hardware B2C market revenue worldwide 2017-2028, by segment

    • statista.com
    Updated Mar 28, 2024
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    Statista (2024). VR hardware B2C market revenue worldwide 2017-2028, by segment [Dataset]. https://www.statista.com/forecasts/1337175/vr-hardware-b2c-market-revenue-worldwide-by-segment
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    Dataset updated
    Mar 28, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    World
    Description

    The indicator is forecast to experience significant growth in all segments in 2028. The trend observed from 2017 to 2028 remains consistent throughout the entire forecast period. There is a continuous increase in the indicator across all segments. Notably, the VR Standalone HMD segment achieves the highest value of 14.46 billion U.S. dollars at 2028. The Statista Market Insights cover a broad range of additional markets.

  5. e

    Global AR and VR Display Market Report and Forecast 2025-2034

    • expertmarketresearch.com
    pdf,excel,csv,ppt
    Updated Aug 25, 2024
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    Claight Corporation - Expert Market Research (2024). Global AR and VR Display Market Report and Forecast 2025-2034 [Dataset]. https://www.expertmarketresearch.com/reports/ar-and-vr-display-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Aug 25, 2024
    Dataset authored and provided by
    Claight Corporation - Expert Market Research
    License

    https://www.expertmarketresearch.com/privacy-policyhttps://www.expertmarketresearch.com/privacy-policy

    Time period covered
    2025 - 2034
    Area covered
    Global
    Description

    The global AR and VR display market attained a value of nearly USD 1,851.38 million in 2024. The market is further expected to grow in the forecast period of 2025-2034 at a CAGR of 36% to reach a value of USD 29,487.2 million by 2034.

  6. VR software B2C market revenue worldwide 2017-2028, by segment

    • statista.com
    Updated Mar 28, 2024
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    Statista (2024). VR software B2C market revenue worldwide 2017-2028, by segment [Dataset]. https://www.statista.com/forecasts/1337178/vr-software-b2c-market-revenue-worldwide-by-segment
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    Dataset updated
    Mar 28, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Over the last two observations, the indicator is forecast to significantly increase in all segments. This reflects the overall trend throughout the entire forecast period from 2017 to 2028. It is estimated that the indicator is continuously rising in all segments. In this regard, the VR Gaming segment achieves the highest value of five billion U.S. dollars in 2028. The Statista Market Insights cover a broad range of additional markets.

  7. Global virtual reality headset shipments market share by geography 2017

    • statista.com
    Updated Feb 8, 2022
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    Statista (2022). Global virtual reality headset shipments market share by geography 2017 [Dataset]. https://www.statista.com/statistics/762941/virtual-reality-headset-market-share-worldwide-by-geography/
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    Dataset updated
    Feb 8, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    United States
    Description

    The statistic shows the virtual reality (VR) headset shipment market share by geography worldwide in the first quarter of 2017. The United States was the largest market for VR headset in terms of unit shipments with 40 percent of the global market.

  8. Virtual Reality (VR) In Healthcare Market Analysis North America, Europe,...

    • technavio.com
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    Virtual Reality (VR) In Healthcare Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, China, Germany, UK, Canada - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/virtual-reality-market-in-healthcare-market-analysis
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    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States, United Kingdom
    Description

    Snapshot img

    Virtual Reality In Healthcare Market Size 2024-2028

    The virtual reality (VR) in healthcare market size is forecast to increase by USD 25.31 billion, at a CAGR of 50.22% between 2023 and 2028.

    The market is experiencing significant growth due to the increasing demand for advanced healthcare services. The integration of VR technology in healthcare is revolutionizing the industry, providing good training experiences for medical professionals and enabling more effective patient treatment. The advent of Industry 4.0 and the resulting infrastructure advancements are facilitating the adoption of VR technology in healthcare. However, integration issues persist, posing a challenge to market growth. Despite these challenges, the potential benefits of VR technology in healthcare, such as improved patient outcomes and reduced healthcare costs, make it a promising market for innovation and investment.
    

    What will be the Size of the Virtual Reality (VR) In Healthcare Market During the Forecast Period?

    Request Free Sample

    The virtual reality (VR) market in healthcare is experiencing significant growth, driven by the integration of VR technology into various sectors, including training, education, retail, and gaming. The market encompasses both hardware, such as VR headsets and sensors, and software, including gesture recognition systems and embedded electronic components. Notable devices include those from the gaming industry, like PlayStation headsets, and those from the enterprise sector, such as Microsoft Hololens 2. VR technology is revolutionizing healthcare by enabling training simulations, improving patient outcomes, and enhancing the educational experience.
    The market's size is projected to expand as VR becomes increasingly integrated into various industries, with the consumer sector, military sector, and healthcare sector being major contributors. The overall direction of the market is towards more advanced, user-friendly VR devices and software, as well as the integration of VR with other technologies, such as OLED displays and VR projectors.
    

    How is this Virtual Reality (VR) In Healthcare Industry segmented and which is the largest segment?

    The virtual reality (VR) in healthcare industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Component
    
      Software
      Services
    
    
    End-user
    
      Research and diagnostics
      Hospitals and clinics
      Others
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      Europe
    
        Germany
        UK
    
    
      APAC
    
        China
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Component Insights

    The software segment is estimated to witness significant growth during the forecast period.
    

    The virtual reality (VR) software segment in the healthcare industry is experiencing notable growth due to the integration of VR technology in medical applications. This segment encompasses software applications and platforms designed for creating and delivering VR experiences in healthcare. Applications of VR software span medical training, patient education, therapy, and surgery simulation. It allows healthcare professionals to generate realistic and personalized training environments, enhancing their skills through interactive simulations. Furthermore, VR software facilitates the visualization of intricate medical data, such as medical images and patient records, enabling more informed decision-making.

    The VR technology market in healthcare is expanding across commercial industries, including the military sector, education sector, retail sector, and gaming sector, among others. VR projectors, OLED displays, head-mounted displays, gesture tracking devices, projectors, and display walls are essential components of this market. The software's system capabilities and payload capabilities are crucial factors driving its adoption, enhancing the overall efficiency and effectiveness of healthcare services.

    Get a glance at the market report of share of various segments Request Free Sample

    The software segment was valued at USD 647.20 million in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    Europe is estimated to contribute 33% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions, Request Free Sample

    The market in North America's healthcare sector is experiencing significant growth due to the advanced technology landscape and increasing digitalization in the healthcare industry. Factors such as rising healthcare expenditures and urbanization, coupled with increased disposable incomes, are driving the adopt

  9. t

    Global 2025 - Players, Regions, Product Types, Application & Forecast...

    • theindustrystats.com
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    The Industry Stats Market Research, Global 2025 - Players, Regions, Product Types, Application & Forecast Analysis [Dataset]. https://theindustrystats.com/report/virtual-reality-in-tourism-market/24762/
    Explore at:
    Dataset authored and provided by
    The Industry Stats Market Research
    License

    https://theindustrystats.com/privacy-policy/https://theindustrystats.com/privacy-policy/

    Area covered
    Global
    Description

    Product Market size is rising upward in the past few years And it is estimated that the market will grow significantly in the forecasted period

    ATTRIBUTESDETAILS
    STUDY PERIOD2017-2030
    BASE YEAR2024
    FORECAST PERIOD2025-2030
    HISTORICAL PERIOD2017-2024
    UNITVALUE (USD MILLION)
    KEY COMPANIES PROFILEDSony, Google, EON Reality, HTC, Nokia, iTechArt, Microsoft, VironIT, Cyber Group, Others
    SEGMENTS COVEREDBy Product Type - Hardware, Software
    By Application - Individuals, Enterprises
    By Sales Channels - Direct Channel, Distribution Channel
    By Geography - North America, Europe, Asia-Pacific, South America, Middle East and Africa

  10. Market share of AR/VR in Western Europe 2017, by industry

    • statista.com
    Updated Feb 8, 2022
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    Statista (2022). Market share of AR/VR in Western Europe 2017, by industry [Dataset]. https://www.statista.com/statistics/689120/market-share-of-ar-vr-in-western-europe-by-industry/
    Explore at:
    Dataset updated
    Feb 8, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2017
    Area covered
    Europe
    Description

    This statistic shows the market share of the industries involved in the augmented reality (AR) / virtual reality(VR) market in Western Europe in 2017. The consumer market share accounted for more than 50 percent of spending in Western Europe in 2017.

  11. D

    Global Augmented Reality and Mixed Reality Market - Analysis and Forecast...

    • bisresearch.com
    csv, pdf
    Updated Mar 27, 2025
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    Bisresearch (2025). Global Augmented Reality and Mixed Reality Market - Analysis and Forecast (2018-2025) [Dataset]. https://bisresearch.com/industry-report/global-augmented-reality-mixed-reality-market-2025.html
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Mar 27, 2025
    Dataset authored and provided by
    Bisresearch
    License

    https://bisresearch.com/privacy-policy-cookie-restriction-modehttps://bisresearch.com/privacy-policy-cookie-restriction-mode

    Time period covered
    2023 - 2033
    Area covered
    Worldwide
    Description

    Get Acess to Augmented Reality and Mixed Reality Market - Analysis and Forecast (2018-2025) from BIS Research Focuses on Region, key player, Total revenue, challenges, and growth opportunities.

  12. Virtual reality gaming market size in MENA 2017-2020

    • statista.com
    Updated Jan 9, 2025
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    Statista (2025). Virtual reality gaming market size in MENA 2017-2020 [Dataset]. https://www.statista.com/statistics/958132/mena-virtual-reality-gaming-market-size/
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    Dataset updated
    Jan 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    MENA
    Description

    The statistic depicts the market size of virtual reality gaming in the Middle East and North Africa in 2017 and 2020. According to projections, the virtual reality market in the MENA region will grow to six billion U.S. dollars by 2020.

  13. t

    Global 2025 - Players, Regions, Product Types, Application & Forecast...

    • theindustrystats.com
    + more versions
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    The Industry Stats Market Research, Global 2025 - Players, Regions, Product Types, Application & Forecast Analysis [Dataset]. https://theindustrystats.com/report/earphones-headphones-market/21293/
    Explore at:
    Dataset authored and provided by
    The Industry Stats Market Research
    License

    https://theindustrystats.com/privacy-policy/https://theindustrystats.com/privacy-policy/

    Area covered
    Global
    Description

    Product Market size is rising upward in the past few years And it is estimated that the market will grow significantly in the forecasted period

    ATTRIBUTESDETAILS
    STUDY PERIOD2017-2030
    BASE YEAR2024
    FORECAST PERIOD2025-2030
    HISTORICAL PERIOD2017-2024
    UNITVALUE (USD MILLION)
    KEY COMPANIES PROFILEDBeats, Plantronics, Bose, Sony, Sennheiser, Harman, LG Electronics, Skullcandy, Jaybird, AKG, Audio-Technica, Jabra, Creative Technology, JVCKenwood, Philips, Logitech, Shure, Urbanears, Westone, Beyerdynamic, Others
    SEGMENTS COVEREDBy Product Type - In-ear, Over-Ear
    By Application - Music & Entertainment, Sports & Fitness, Gaming & Virtual Reality
    By Sales Channels - Direct Channel, Distribution Channel
    By Geography - North America, Europe, Asia-Pacific, South America, Middle East and Africa

  14. 3D Animation Software Market Analysis North America, APAC, Europe, Middle...

    • technavio.com
    Updated Jul 15, 2024
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    Technavio (2024). 3D Animation Software Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, Japan, China, South Korea, France - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/3d-animation-software-market-analysis
    Explore at:
    Dataset updated
    Jul 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Europe, South Korea, Japan, France, China, United States, Global
    Description

    Snapshot img

    3D Animation Software Market Size 2024-2028

    The 3D animation software market size is forecast to increase by USD 10.86 billion, at a CAGR of 14.27% between 2023 and 2028.

    The market is witnessing significant growth due to several key trends. One of the primary drivers is the increasing use of 3D animation in movies and television shows, which has led to a rise in demand for advanced animation software. Another trend is the growing outsourcing of 3D modeling services to countries with lower labor costs, providing cost savings for studios and production houses. However, challenges such as software piracy and the unauthorized distribution of animated films pose significant threats to market growth. This trend is evident In the growing popularity of 3D mobile applications, 3D stereoscopic gaming, and virtual reality (VR) and augmented reality (AR) technologies. Despite these challenges, the market is expected to continue expanding due to the increasing popularity of 3D animation in various industries, including gaming, advertising, and education.
    

    What will be the Size of the 3D Animation Software Market During the Forecast Period?

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    The market encompasses a range of solutions for visual effects, 3D modeling, and 3D rendering, catering to various industries such as media and entertainment, manufacturing, healthcare, and more. Market dynamics are driven by advancements in visual effects technology, which fuels the demand for increasingly realistic and 3D content. On-premise and on-demand software solutions are available, with hardware advancements enabling real-time rendering and faster processing times.
    The market for 3D animation software also extends to services, including 3D modeling, 3D mapping tech, and 3D printing technology. Applications of this technology span across diverse sectors, from visual effects in media and entertainment to medical procedures, surgical planning, and patient education. The Foundry, Autodesk, and other key players continue to innovate and expand the capabilities of 3D animation software, further fueling market growth.
    

    How is this 3D Animation Software Industry segmented and which is the largest segment?

    The 3d animation software industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2017-2022 for the following segments.

    Application
    
      Media and entertainment
      Construction
      Product design
      Others
    
    
    Deployment
    
      On-premises
      Cloud-based
    
    
    Geography
    
      North America
    
        US
    
    
      APAC
    
        China
        Japan
        South Korea
    
    
      Europe
    
        France
    
    
      Middle East and Africa
    
    
    
      South America
    

    By Application Insights

    The media and entertainment segment is estimated to witness significant growth during the forecast period.
    

    The market encompasses applications utilized in creating engaging cartoon movies, visually stunning computer games, and captivating advertisements. The gaming sector has experienced a shift towards multiplayer online battle arena (MOBA) titles, which offer fast-paced action and impressive visual effects. The popularity of MOBA games has resulted in a substantial increase in demand for advanced 3D rendering and animation software. Additionally, sectors such as media and entertainment, healthcare, manufacturing, education, government, defense, and architecture construction employ 3D animation for various purposes, including 3D visualization, medical procedures, and virtual reality applications. The hardware segment, including high-performance workstations and graphics cards, plays a crucial role in enabling the creation of detailed and accurate 3D representations.

    The software segment includes offerings for on-premise and on-demand deployment models. The market is expected to grow steadily In the short and long term, despite economic uncertainty and potential production delays. 3D animators, filmmakers, and game developers continue to leverage 3D animation software for creativity and flexibility In their respective industries.

    Get a glance at the 3D Animation Software Industry report of share of various segments Request Free Sample

    The media and entertainment segment was valued at USD 3.22 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 49% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions, Request Free Sample

    The market in North America experienced significant growth in 2023, driven by the region's dominant position In the global animation industry. US-based production houses produce a large number of in-house a

  15. Projected size of the sensor market for AR, VR, and AI worldwide 2017-2022

    • statista.com
    Updated Oct 18, 2016
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    Statista (2016). Projected size of the sensor market for AR, VR, and AI worldwide 2017-2022 [Dataset]. https://www.statista.com/statistics/620773/worldwide-augmented-virtual-reality-artificial-intelligence-sensor-market-size/
    Explore at:
    Dataset updated
    Oct 18, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2016
    Area covered
    Worldwide
    Description

    The statistic shows the revenue forecast from sensors built for the augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) markets worldwide, from 2017 to 2022. In 2017, sensors for AR, VR, and AI purposes are expected to generate 97 billion U.S. dollars of revenue.

  16. Telcos and Virtual and Augmented Reality (VRAR): Opportunities, Challenges...

    • store.globaldata.com
    Updated Mar 30, 2018
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    GlobalData UK Ltd. (2018). Telcos and Virtual and Augmented Reality (VRAR): Opportunities, Challenges and Winning Strategies [Dataset]. https://store.globaldata.com/report/telcos-and-virtual-and-augmented-reality-vrar-opportunities-challenges-and-winning-strategies/
    Explore at:
    Dataset updated
    Mar 30, 2018
    Dataset provided by
    GlobalDatahttps://www.globaldata.com/
    Authors
    GlobalData UK Ltd.
    License

    https://www.globaldata.com/privacy-policy/https://www.globaldata.com/privacy-policy/

    Time period covered
    2018 - 2022
    Area covered
    Global
    Description

    "Telcos and Virtual and Augmented Reality (VRAR): Opportunities, Challenges and Winning Strategies", a thematic research report by GlobalData, examines the business drivers, key strategies and the ensuing challenges and opportunities in VRAR for telcos. The VRAR market development turned the corner in 2016-2017, fuelled largely by an infusion of capital from leading tech companies and other investors. Telcos are becoming interested in the potential revenue streams related to VRAR, since it is not only a vehicle for 5G monetization, but can also help telcos drive content innovation and service integration across mobile, broadband and content offers. This report outlines emerging VRAR revenue models for telcos, their current participation in the industry and the potential impact of VRAR on the telco business. It analyzes the strategies of leading network operators including Orange, SK Telecom, AT&T and Verizon that are stepping up to tackle the challenges related to the VRAR opportunity with acquisitions, partnerships and robust network strategies. The report wraps up with an analysis of key opportunities for telcos in VRAR , together with critical success factors and recommendations. Read More

  17. c

    Global Assistive Technology Market Report 2025 Edition, Market Size, Share,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jan 15, 2025
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    Cognitive Market Research (2025). Global Assistive Technology Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/assistive-technology-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the Global Assistive Technology market size was XX million in 2023. In the assistive technology market, North America dominates the market. This is the consequence of both the high rate of disability in the area and the development of assistive technologies. Following North America, Europe hold the second largest market share of XX in 2023. Asia Pacific is anticipated to grow at the fastest rate due to the rise in elderly demographics and increasing knowledge and awareness of assistive Mobility devices hold the dominant share in the assistive technology market by capturing almost XX%. These include wheelchairs, scooters, and walking aids. The factor for the rise of mobility devices is the growing aging population. another reason is for rise in chronic conditions such as arthritis and musculoskeletal disorders. According to the Assistive Technology Market, Hospitals and clinics emerged as the dominant player in the industry capturing almost XX% of the market.

    Market Dynamics of Assistive Technology

    Key Drivers

    Aging Population: Problems like chronic health disorders, cognitive decline, and mobility concerns, drivers for assistive technology
    

    Due to the rising world’s population ages, there has been a drastic need for assistive technology. Devices provided under this technology like hearing aids, mobility aids, and vision enhancement devices benefit the elderly. Due to the rising world’s population ages, there has been a drastic need for assistive technology. Devices provided under this technology like hearing aids, mobility aids, and vision enhancement devices benefit the elderly.

    With the elderly population, problems like chronic health disorders, cognitive decline, and mobility concerns, there is a vital need for assistive technology. These technologies cover a broad spectrum of gadgets, such as home automation systems, mobility assistance, hearing aids, vision-enhancing equipment, and communication devices. The need for assistive technology is driven by the aging population, as more and more older persons look for creative ways to keep their independence and enhance their general quality of life.

    For instance, Embodied Labs was introduced by Carrie Shaw in Los Angeles, California, where they introduced virtual reality headsets. These headsets allow caregivers to adopt the role of an elderly person dealing with a range of conditions, such as Parkinson's, Alzheimer's, and macular degeneration. (source:https://www.embodiedlabs.com/about#:~:text=The%20Embodied%20Labs%20Story,the%20impairment%20for%20the%20caregivers.)

    In 2017, there was a unique innovation called Neuro Rehab VR where elderly individuals with neurodegenerative disorders or those undergoing physical rehabilitation after a stroke, brain damage, or spinal cord injury, can benefit from these virtual reality experiences.(source:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7918687/)

    Neuro Rehab along with the Research Institute, University of Texas, Arlington developed a virtual reality glove with robot assistance to aid in stroke sufferers' rehabilitation Telehealth platforms and monitoring technologies enable in-person visits to be replaced with remote consultations, evaluations, and follow-ups. This technology can increase access to assistive device fitting, teaching, and assistance, especially in poor areas.(source:https://www.uta.edu/news/news-releases/2019/03/26/utari-neurorehabvr-unthsc)

    Technological advancements in Assistive technology are likely to create lucrative opportunities for the market in upcoming years
    

    New opportunities for increased freedom and accessibility are presented by the combination of IoT devices with assistive technologies. For instance, IoT-based AT in smart homes automates processes, tracks health, and improves safety. Another opportunity is seen in Artificial Intelligence accelerating the growth of the assistive technology market.

    For instance, the goal of Ohn-Bar's work is to create artificial intelligence (AI) tools that can help people with vision impairments in a way that sounds human. To help visually impaired persons navigate their environment more securely, AI may be used in conjunction with other technology, such as sensors, to send them auditory directions.

    The difficulties that conventional solutions have not yet been able to solve are being resolved by these techno...

  18. S

    Surface Haptics Technology Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 25, 2025
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    Pro Market Reports (2025). Surface Haptics Technology Market Report [Dataset]. https://www.promarketreports.com/reports/surface-haptics-technology-market-9679
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Jan 25, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The size of the Surface Haptics Technology Market was valued at USD 343.4 Million in 2023 and is projected to reach USD 1106.94 Million by 2032, with an expected CAGR of 18.2% during the forecast period. The surface haptics technology market is growing rapidly as it enhances user experiences by providing tactile feedback on touch-sensitive surfaces. This technology is widely used in applications such as smartphones, tablets, automotive interfaces, gaming devices, and virtual reality. Surface haptics provides users with the sensation of touch, texture, and motion without physical contact, making it a crucial element in creating more immersive and intuitive interactions. Advanced research in surface haptics, such as the use of piezoelectric actuators, ultrasonic waves, and electrostatic force, supports more precise feedback. The rapidly growing demand for touch-enabled devices coupled with the ever-increasing presence of augmented reality (AR) and virtual reality (VR) is driving growth in the market. Automotive firms are also looking to integrate the features of surface haptics inside car interiors, enhancing safety features and user interfaces in the process. Of course, many challenges, such as such high production costs and the integration of surface haptics into existing devices, still remain. However, future development, still being made technological, and the increased tendency toward refining user interfaces will propel further growth of the market. Recent developments include: Faurecia, one of the world’s largest car tech companies, has signed a multi-year license agreement with Immersion Corporation (NASDAQ: IMMR), a leading developer and provider of haptic technologies, under which Faurecia will gain access to Immersion's haptic technologies and solutions. With this agreement, Faurecia can create advanced interactive haptic user interfaces featuring the newest innovations from Immersion. The ease-of-use design for Faurecia HMI solutions is enabled through intuitive technologies that allow occupants to interact via touch, voice, or gesture control over infotainment systems, as well as seating or thermal comfort settings, among others. For example, they have created Trenza – a scalable multi-view graphical interface for IVI., January 2020, Tanvas Inc., pioneers in next-generation multi-touch haptic technology (https://tanvas.co), partnered with Innolux Corporation (http://www.innolux-automotive.com) to produce a 15" automotive-qualified touch display using TanvasTouch which adds programmable textures and haptic effects onto smooth but physical surfaces. The company claims that traditional vibrotactile and electromechanical haptics are not suitable for large curved automotive displays because they require moving the entire display itself, but with TanvasTouch, there are no moving parts involved as everything is done through software-defined methods, enabling an unlimited range of effects that can be felt when swiped with finger(s)., Razer announced on July 2022 its acquisition of Interhaptics (also known as Go Touch VR SAS), a French startup specialized in tools and software development related to haptics since its establishment back in 2017. Razer introduced HyperSense — its ecosystem for haptics — in 2018, supported by gaming peripherals produced by the same company, but only a few headset models have been equipped with HyperSense so far due to the limited number available on the market after several years of further development works carried out recently. However, this time, Razer not only aims to make wider use of HyperSense through more products thanks to acquiring Interhaptics but also wants to establish a complete range of peripheral devices with haptic features under one roof., February 2021: Faurecia and Immersion Corporation signed a multi-year license agreement that enables Faurecia to access Immersion's haptic technology solutions. The agreement allows Faurecia to develop an interactive, advanced haptic user interface enriched with Immersion Corporation's modern innovations., November 2020: UAE-based Hawas Group’s subsidiary ‘IPlan Ideas Technologies’ partnered with Ultraleap Limited to bring Ultraleap’s mid-air haptics technologies and hand tracking solutions to UAE customers. Notable trends are: Rising demand for immersive technologies is anticipated the market growth.

  19. VR device market share by vendor worldwide Q3 2017

    • statista.com
    Updated Feb 8, 2022
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    Statista (2022). VR device market share by vendor worldwide Q3 2017 [Dataset]. https://www.statista.com/statistics/792581/global-vr-device-market-share-by-vendor/
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    Dataset updated
    Feb 8, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    Worldwide
    Description

    The statistic shows the global VR device market share by vendor in the third quarter of 2017. Sony is forecast to account for 49 percent of VR device shipments worldwide in the third quarter of 2017.

  20. Global AR/VR automotive spending 2017 and 2025

    • statista.com
    Updated Jun 15, 2022
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    Statista (2022). Global AR/VR automotive spending 2017 and 2025 [Dataset]. https://www.statista.com/statistics/828499/world-ar-vr-automotive-spending/
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    Dataset updated
    Jun 15, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2017
    Area covered
    Worldwide
    Description

    The statistic shows automotive industry's spending on augmented and virtual reality (AR/VR) worldwide in 2017 and 2025. In 2025, the global automotive AR and VR market is forecast to reach about 673 billion U.S. dollars, with a CAGR of 175.7 percent from 2018 to 2025. Technological advancement in connectivity is a major reason that drive the fast growth of the market.

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Augmented reality market size worldwide 2017-2025 [Dataset]. https://www.statista.com/statistics/897587/world-augmented-reality-market-value/
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Augmented reality market size worldwide 2017-2025

Explore at:
42 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Feb 21, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
World
Description

The worldwide market size for augmented reality is forecast to increase drastically in the next few years. Over the period from 2017 to 2025, the augmented reality market size is estimated to increase by over 195 billion U.S. dollars, increasing from roughly 3.5 billion in 2017 to over 198 billion U.S. dollars in 2025.

Augmented reality vs virtual reality

Augmented reality (AR) is a technology that blends digital components with the physical environment in such a way that they enhance each other but are easily told apart. AR makes use of sensory devices to modify a user’s environment to make it more meaningful through the ability to interact with it. One example of AR technology is the popular mobile game Pokémon Go. Virtual reality (VR) technology, on the other hand, creates a computer-generated simulation or recreation of a physical environment. VR immerses the user by making them feel like they are experiencing the simulation firsthand through the stimulation of their vision and/or hearing. Examples of VR technology include Facebook’s Oculus Rift and Sony’s PlayStation Virtual Reality.

AR use becoming more popular?

Consumer downloads of mobile augmented reality applications have been increasing worldwide since 2016. Total consumer downloads of augmented reality applications worldwide in 2022 are predicted at over 5.5 billion, a drastic increase from the 2016 downloads which were slightly over a billion.

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