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Europe Augmented Reality and Virtual Reality Market 2024-2033 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 ID: 65549
  • Date: May, 2024
  • Pages: 150
  • Category: ICT & Media

Europe augmented reality and virtual reality market was valued at $ 17.85 billion in 2024 and will grow by 33% annually over 2024-2033, 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 2024-2033 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 2021-2023 and provides forecast from 2024 till 2033 with 2023 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033 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 2024-2033. 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


List of Figures



Figure 1. Research Method Flow Chart 13
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 16
Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2022-2032 18
Figure 4. Europe Augmented Reality and Virtual Reality Market, 2022-2032, $ mn 21
Figure 5. Impact of COVID-19 on Business 25
Figure 6. Primary Drivers and Impact Factors of Europe Augmented Reality and Virtual Reality Market 31
Figure 7. Forecast of Middle-class Population by Region, 2015-2030, million 34
Figure 8. World Digital Gaming Market, 2022-2032, $ bn 34
Figure 9. Forecast Share of Consumers Who Will Have Used AR for Online Shopping by 2025 by Country 35
Figure 10. Primary Restraints and Impact Factors of Europe Augmented Reality and Virtual Reality Market 36
Figure 11. Investment Opportunity Analysis 40
Figure 12. Porter’s Fiver Forces Analysis of Europe Augmented Reality and Virtual Reality Market 43
Figure 13. Breakdown of Europe Augmented Reality and Virtual Reality Market by Technology, 2022-2032, % of Revenue 48
Figure 14. Europe Addressable Market Cap in 2023-2032 by Technology, Value ($ mn) and Share (%) 48
Figure 15. Europe Augmented Reality and Virtual Reality Market by Technology: Augmented Reality (AR), 2022-2032, $ mn 49
Figure 16. Europe Augmented Reality Market by Technology: Marker-based AR, 2022-2032, $ mn 50
Figure 17. Europe Augmented Reality Market by Technology: Markerless AR, 2022-2032, $ mn 51
Figure 18. Europe Augmented Reality and Virtual Reality Market by Technology: Virtual Reality (VR), 2022-2032, $ mn 52
Figure 19. Europe Virtual Reality Market by Technology: Nonimmersive Technology, 2022-2032, $ mn 53
Figure 20. Europe Virtual Reality Market by Technology: Semi-Immersive Technology, 2022-2032, $ mn 54
Figure 21. Europe Virtual Reality Market by Technology: Fully Immersive Technology, 2022-2032, $ mn 55
Figure 22. Breakdown of Europe Augmented Reality and Virtual Reality Market by Offering, 2022-2032, % of Sales Revenue 57
Figure 23. Europe Addressable Market Cap in 2023-2032 by Offering, Value ($ mn) and Share (%) 57
Figure 24. Europe Augmented Reality and Virtual Reality Market by Offering: Hardware, 2022-2032, $ mn 58
Figure 25. Europe Augmented Reality and Virtual Reality Market by Hardware: Sensors, 2022-2032, $ mn 60
Figure 26. Europe Augmented Reality and Virtual Reality Market by Hardware: Semiconductor Component, 2022-2032, $ mn 61
Figure 27. Europe Augmented Reality and Virtual Reality Market by Hardware: Displays and Projectors, 2022-2032, $ mn 62
Figure 28. Europe Augmented Reality and Virtual Reality Market by Hardware: Position Trackers, 2022-2032, $ mn 63
Figure 29. Europe Augmented Reality and Virtual Reality Market by Hardware: Cameras, 2022-2032, $ mn 64
Figure 30. Europe Augmented Reality and Virtual Reality Market by Hardware: Other Hardware, 2022-2032, $ mn 65
Figure 31. Europe Augmented Reality and Virtual Reality Market by Offering: Software, 2022-2032, $ mn 66
Figure 32. Europe Augmented Reality and Virtual Reality Market by Software: Software Developer Kits, 2022-2032, $ mn 67
Figure 33. Europe Augmented Reality and Virtual Reality Market by Software: Cloud-based Solutions, 2022-2032, $ mn 68
Figure 34. Europe Augmented Reality and Virtual Reality Market by Offering: Services, 2022-2032, $ mn 69
Figure 35. Breakdown of Europe Augmented Reality and Virtual Reality Market by Device Type, 2022-2032, % of Sales Revenue 71
Figure 36. Europe Addressable Market Cap in 2023-2032 by Device Type, Value ($ mn) and Share (%) 71
Figure 37. Europe Augmented Reality and Virtual Reality Market by Device Type: AR Devices, 2022-2032, $ mn 72
Figure 38. Europe Augmented Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn 74
Figure 39. Europe Augmented Reality Market by Device: Head-Up Display (HUD), 2022-2032, $ mn 75
Figure 40. Europe Augmented Reality Market by Device: Smart Glasses, 2022-2032, $ mn 76
Figure 41. Europe Augmented Reality Market by Device: Handheld Devices and Others, 2022-2032, $ mn 77
Figure 42. Europe Augmented Reality and Virtual Reality Market by Device Type: VR Devices, 2022-2032, $ mn 78
Figure 43. Europe Virtual Reality Market by Device: Head-Mounted Display (HMD), 2022-2032, $ mn 80
Figure 44. Europe Virtual Reality Market by Device: Gesture-Tracking Device, 2022-2032, $ mn 81
Figure 45. Europe Virtual Reality Market by Device: Projector & Display Wall, 2022-2032, $ mn 82
Figure 46. Breakdown of Europe Augmented Reality and Virtual Reality Market by Industry Vertical, 2022-2032, % of Revenue 84
Figure 47. Europe Addressable Market Cap in 2023-2032 by Industry Vertical, Value ($ mn) and Share (%) 84
Figure 48. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Gaming & Entertainment, 2022-2032, $ mn 85
Figure 49. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Industrial & Manufacturing, 2022-2032, $ mn 86
Figure 50. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Aerospace & Defense, 2022-2032, $ mn 87
Figure 51. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Healthcare, 2022-2032, $ mn 88
Figure 52. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Education, 2022-2032, $ mn 89
Figure 53. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Automotive, 2022-2032, $ mn 90
Figure 54. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Retail & Marketing, 2022-2032, $ mn 91
Figure 55. Europe Augmented Reality and Virtual Reality Market by Industry Vertical: Other Verticals, 2022-2032, $ mn 92
Figure 56. Breakdown of Europe Augmented Reality and Virtual Reality Market by End User, 2022-2032, % of Revenue 94
Figure 57. Europe Addressable Market Cap in 2023-2032 by End User, Value ($ mn) and Share (%) 94
Figure 58. Europe Augmented Reality and Virtual Reality Market by End User: Consumer, 2022-2032, $ mn 95
Figure 59. Europe Augmented Reality and Virtual Reality Market by End User: Enterprise, 2022-2032, $ mn 96
Figure 60. Europe Augmented Reality and Virtual Reality Market by End User: Large Enterprises, 2022-2032, $ mn 97
Figure 61. Europe Augmented Reality and Virtual Reality Market by End User: Small- & Medium-sized Enterprises (SMEs), 2022-2032, $ mn 98
Figure 62. Breakdown of European Augmented Reality and Virtual Reality Market by Country, 2022 and 2032, % of Revenue 100
Figure 63. Contribution to Europe 2023-2032 Cumulative Market by Country, Value ($ mn) and Share (%) 101
Figure 64. Augmented Reality and Virtual Reality Market in Germany, 2022-2032, $ mn 102
Figure 65. Augmented Reality and Virtual Reality Market in U.K., 2022-2032, $ mn 104
Figure 66. Augmented Reality and Virtual Reality Market in France, 2022-2032, $ mn 106
Figure 67. Augmented Reality and Virtual Reality Market in Spain, 2022-2032, $ mn 108
Figure 68. Augmented Reality and Virtual Reality Market in Italy, 2022-2032, $ mn 110
Figure 69. Augmented Reality and Virtual Reality Market in Netherlands, 2022-2032, $ mn 112
Figure 70. Augmented Reality and Virtual Reality Market in Rest of Europe, 2022-2032, $ mn 114
Figure 71. Growth Stage of Europe Augmented Reality and Virtual Reality Industry over the Forecast Period 116

Research methodology is mainly referring to the practical how of any offered piece of research. More specifically, it’s all about how a researcher systematically designs a study in order to assure extremely valid as well as reliable results that ultimately address the targets and objectives of the research.

In any formal research including academic journal, article, dissertation and so on, there will be a special section on a research methodology that mainly describes what, by whom, how to gather as well as how to evaluate the data are provided.

This research methodology has been segmented into following types:

Primary Research:

It is said to be original information that the researchers collect for the crucial purposes of answering the research questions of readers with the help of surveys, observations and experiments.

Secondary Research:

The secondary research is the data that has already been collected by various other researchers in the form of government analysis or scientific studies.

Qualitative Research:

It is descriptive and subjective method irrespective of facts. Both observation and description are essential in this type of research methodology. Its main vision is to analyze knowledge, attitudes, behaviours as well as opinions of people related to the topic of any research. This method has been operated through grounded research, case study and actionable research.

Quantitative Research:

It contains several laboratory experiments, basic surveys, mathematical calculations, simulations and so on. The possible measurement, quantity or amount is considered to be a major factor in the quantitative research methodology.

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