The Europe AR/VR Chip Market would witness market growth of 25.1% CAGR during the forecast period (2022-2028).
The collection and exchange of tacit information is another area where augmented reality has a lot of promise. The majority of the time, real-time, semantic contexts with environmental factors are used for augmentation techniques. Over a live video feed of a sporting game, immersive perceptual information is occasionally merged with supplementary information like scores.
This combines the advantages of both heads-up displays and augmented reality technology. A CPU, display, sensors, and input devices are examples of hardware for augmented reality. These components, which frequently entail camera and microelectromechanical systems sensors like an accelerometer, GPS, and solid-state compass, are included in contemporary mobile computing devices such as smartphones and tablet PCs, making them excellent AR platforms.
Reflective technology and diffractive waveguides are the two technologies used in augmented reality. Simulation-based virtual reality is one way to make virtual reality a reality. Driving simulators, for instance, give the driver the appearance that they are operating a real car by anticipating the motion of the vehicle due to the user's input and providing the driver with the appropriate visual, motion, and aural cues.
Due to the fast-growing esports business in numerous nations, more people in this region are considering esports as a professional vocation. A lot of institutions and schools in this area also provide specific education programs and scholarships for the best gamers and esports athletes. The esports sector has grown significantly due in large part to Europe. It is not a surprise that Europe gave rise to some of the first groups that made esports prominent, especially in the West.
The Germany market dominated the Europe AR/VR Chip Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $477.3 Million by 2028.The UK market is anticipated to grow at a CAGR of 24.1% during (2022-2028). Additionally, The France market would exhibit a CAGR of 26.1% during (2022-2028).
Based on Device Type, the market is segmented into Head Mounted Display, Gesture Tracking Device, Projector & Display Wall, Head Up Display and Handheld Device. Based on End User, the market is segmented into Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others. Based on Chip Type, the market is segmented into Processor ICs, User Interface ICs and Power Management IC. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, NVIDIA Corporation, Intel Corporation, Samsung Electronics Co., Ltd. (Samsung Group), QUALCOMM Incorporated (Qualcomm Technologies, Inc.), Spectra7 Microsystems Inc., MediaTek, Inc., Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Advanced Micro Devices, Inc., and Imagination Technologies Limited.
The collection and exchange of tacit information is another area where augmented reality has a lot of promise. The majority of the time, real-time, semantic contexts with environmental factors are used for augmentation techniques. Over a live video feed of a sporting game, immersive perceptual information is occasionally merged with supplementary information like scores.
This combines the advantages of both heads-up displays and augmented reality technology. A CPU, display, sensors, and input devices are examples of hardware for augmented reality. These components, which frequently entail camera and microelectromechanical systems sensors like an accelerometer, GPS, and solid-state compass, are included in contemporary mobile computing devices such as smartphones and tablet PCs, making them excellent AR platforms.
Reflective technology and diffractive waveguides are the two technologies used in augmented reality. Simulation-based virtual reality is one way to make virtual reality a reality. Driving simulators, for instance, give the driver the appearance that they are operating a real car by anticipating the motion of the vehicle due to the user's input and providing the driver with the appropriate visual, motion, and aural cues.
Due to the fast-growing esports business in numerous nations, more people in this region are considering esports as a professional vocation. A lot of institutions and schools in this area also provide specific education programs and scholarships for the best gamers and esports athletes. The esports sector has grown significantly due in large part to Europe. It is not a surprise that Europe gave rise to some of the first groups that made esports prominent, especially in the West.
The Germany market dominated the Europe AR/VR Chip Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $477.3 Million by 2028.The UK market is anticipated to grow at a CAGR of 24.1% during (2022-2028). Additionally, The France market would exhibit a CAGR of 26.1% during (2022-2028).
Based on Device Type, the market is segmented into Head Mounted Display, Gesture Tracking Device, Projector & Display Wall, Head Up Display and Handheld Device. Based on End User, the market is segmented into Gaming, Entertainment & Media, Aerospace & Defense, Healthcare and Others. Based on Chip Type, the market is segmented into Processor ICs, User Interface ICs and Power Management IC. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include IBM Corporation, NVIDIA Corporation, Intel Corporation, Samsung Electronics Co., Ltd. (Samsung Group), QUALCOMM Incorporated (Qualcomm Technologies, Inc.), Spectra7 Microsystems Inc., MediaTek, Inc., Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.), Advanced Micro Devices, Inc., and Imagination Technologies Limited.
Scope of the Study
Market Segments Covered in the Report:
By Device Type
- Head Mounted Display
- Gesture Tracking Device
- Projector & Display Wall
- Head Up Display
- Handheld Device
By End User
- Gaming
- Entertainment & Media
- Aerospace & Defense
- Healthcare
- Others
By Chip Type
- Processor ICs
- User Interface ICs
- Power Management IC
By Country
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Key Market Players
List of Companies Profiled in the Report:
- IBM Corporation
- NVIDIA Corporation
- Intel Corporation
- Samsung Electronics Co., Ltd. (Samsung Group)
- QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
- Spectra7 Microsystems Inc.
- MediaTek, Inc.
- Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
- Advanced Micro Devices, Inc.
- Imagination Technologies Limited
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. Europe AR/VR Chip Market by Device Type
Chapter 5. Europe AR/VR Chip Market by End User
Chapter 6. Europe AR/VR Chip Market by Chip Type
Chapter 7. Europe AR/VR Chip Market by Country
Chapter 8. Company Profiles
Companies Mentioned
- IBM Corporation
- NVIDIA Corporation
- Intel Corporation
- Samsung Electronics Co., Ltd. (Samsung Group)
- QUALCOMM Incorporated (Qualcomm Technologies, Inc.)
- Spectra7 Microsystems Inc.
- MediaTek, Inc.
- Huawei Technologies Co., Ltd. (Huawei Investment & Holding Co., Ltd.)
- Advanced Micro Devices, Inc.
- Imagination Technologies Limited
Methodology
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