Europe Augmented Reality and Virtual Reality Market Size, Share, Forecast, and Growth Opportunity

Europe augmented reality and virtual reality market accounted for $8.03 billion in 2020 and will grow by 37.5% annually over 2020-2027 owing to the rising need for AR and VR technology amid the COVID-19 pandemic in the region.
Highlighted with 43 tables and 45 figures, this 125-page report “Europe Augmented Reality and Virtual Reality Market 2020-2027 by Technology, Component, Device Type, Industry Vertical, End-user, 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 2017-2020 and provides forecast from 2021 till 2027 with 2020 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. 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 2017-2027 included in each section.
Augmented Reality (AR)
• Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
• Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
Virtual Reality (VR)
• Nonimmersive Technology
• Semi-Immersive and Fully Immersive Technology

Based on Component, the Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
Hardware
• Sensors
• Semiconductor Component
• Displays and Projectors
• Position Trackers
• Cameras
• Others
Software
• Software Developer Kits
• Cloud Services

Based on Device Type, the Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 included in each section.
Augmented Reality Devices
• Head-Mounted Display (HMD)
• Head-Up Display (HUD)
• Handheld Device
Virtual Reality Devices
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall

Based on Industry Vertical, the Europe market is segmented into the following sub-markets with annual revenue for 2017-2027 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 2017-2027 included in each section.
Consumer
Enterprise
• Large Enterprises
• Small- & Medium-sized Enterprises

Geographically, the following national/local markets are fully investigated:
• Germany
• UK
• France
• Spain
• Italy
• Russia
• Rest of Europe
For each key country, detailed analysis and data for annual revenue are available for 2017-2027. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years is 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 (this may not be a complete list and extra companies can be added upon request):
DAQR
EON. Reality Inc.
Facebook
Google
HTC
Microsoft
Samsung
Seiko Epson
Sony
Vuzix Corporation
(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.)
For Sample Report Visit Here: https://www.rightsightresearch.com/reports/europe-augmented-reality-and-virtual-reality-market/rsr-24268bd

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