Industry
From U.S. (Toll Free) : +16467917070    |   UK : +442030260021     |    sales@businessmarketinsights.com

Europe Augmented Reality and Virtual Reality Market Forecast to 2028 - COVID-19 Impact and Regional Analysis By Technology (Augmented Reality and Virtual Reality), Component (Semiconductor Components, Sensors, and Others), and End-user Industry (Entertainment, Educational, Industrial, Medical, Real Estate & Architecture, Retail, Aerospace & Defense, and Others)

Report Code :  BMIRE00024985
No. of Pages :  121
Published Month :  Jun 2022
Category :  Electronics and Semiconductor
$299 per month

Best Plan
  • All Reports in One Industry
  • All Reports Read Access
  • Subscription Duration : 12 Months
  • Monthly New Reports Added
  • $1200 Yearly Saving

The augmented reality and virtual reality market in Europe is expected to grow from US$ 8,593.82 million in 2021 to US$ 78,675.46 million by 2028; it is estimated to register a CAGR of 37.2% from 2021 to 2028.

In the last few decades, the learning analytics landscape has dramatically expanded, especially for higher education. When students engage in gaming events, they learn faster. Gaming features assist in creating a fun and productive learning experience for students. Gamification is common in e-learning platforms for K-12 level students. Further, the education sector faced tremendous transformation in learning after incorporating virtual reality (VR) and augmented reality (AR). VR provides a built reality, and AR provides an image with an improved view. Thus, a surge in integrating virtual reality, augmented reality, and gamification technologies into educational technique sand applications will offer better academic results and create demand for virtual reality and augmented reality platforms.

Europe Augmented Reality and Virtual Reality Market Revenue and Forecast to 2028 (US$ Million)


Europe Augmented Reality and Virtual Reality Market Segmentation 
The Europe augmented reality and virtual reality market is segmented into technology, component, end-user industry, andcountry. Based on technology, the Europe augmented reality and virtual reality market is bifurcated into augmented reality and virtual reality. In 2020, theaugmented reality segment held the largest share of the Europe augmented reality and virtual reality market. Based on components, the market issegmented into sensors, semiconductor components, and others. In 2020, thesemiconductor components segment held the largest share of the Europe augmentedreality and virtual reality market. Based on end-user industry, the market issegmented into entertainment, educational, industrial, medical, real estate &architecture, retail, aerospace & defense, and others. In 2020, theentertainment segment held the largest share of the Europe augmented realityand virtual reality market. Similarly, based on country, the Europe augmentedreality and virtual reality market is segmented into Germany, the UK, France,Italy, Russia, and the Rest of Europe. The UK held a substantial share of themarket in 2020. Blippar Group Limited, EON Reality, Google LLC, Kanda ApS, andVuzix Corporation are among the leading companies in the Europe augmentedreality and virtual reality market.

  1. Blippar Group Limited
  2. EON Reality
  3. Google LLC
  4. Kanda ApS
  5.  Vuzix Corporation
  • Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the Europe Augmented Reality and Virtual Reality Market.
  • Highlights key business priorities in order to assist companies to realign their business strategies
  • The key findings and recommendations highlight crucial progressive industry trends in the Europe Augmented Reality and Virtual Reality Market, thereby allowing players across the value chain to develop effective long-term strategies
  • Develop/modify business expansion plans by using substantial growth offering developed and emerging markets
  • Scrutinize in-depth Europe market trends and outlook coupled with the factors driving the Augmented Reality and Virtual Reality Market, as well as those hindering it
  • Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing and distribution