Global Augmented and Virtual Reality in Healthcare Market

Impact Analysis of Covid-19

The complete version of the REPORT will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

The Global Augmented and Virtual Reality in Healthcare Market was valued at USD 510.36 million in 2016 and is projected to reach USD 8,313.29 million by 2025, growing at a CAGR of 36.35% from 2017 to 2025.

Virtual reality (VR) is a computer technology that uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment, whereas Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated or extracted real-world sensory input such as sound, video, graphics or GPS data. VR and AR benefits the healthcare sector in many ways including â€" medical education and training, corporate communication, enhanced patient care and treatment, managing lifestyle and wellness, surgical planning, telementoring, and more.

Sample Infographics:



Market Dynamics:
1. Market Drivers
1.1 Growing use of VR and AR in fitness management
1.2 Rising demand and investments in healthcare VR and AR
1.3 Incorporation of connected devices in healthcare sector
1.4 Need to reduce healthcare costs

2. Market Restraints
2.1 Concerns for data privacy
2.2 Poor interoperability and compatibility between AR and VR solutions by offered by different vendors
2.3 Issues in deployment of AR and VR solutions
2.4 Lack of technical expertise among medical team to adopt new technologies

Market Segmentation:
The Global Augmented and Virtual Reality in Healthcare Market is segmented on the end user, offerings, device type, application, and region.

1. End User:
1.1 Government and Defense Institutions
1.2 Hospitals, Clinics, and Surgical Centers
1.3 Research and Diagnostics Laboratories
1.4 Research Organizations and Pharma Companies

2. By Offerings:
2.1 Software
2.2 Hardware

3. By Device Type:
3.1 Projectors and Display Walls
3.2 Virtual Reality in Healthcare Market
3.3 Augmented Reality in Healthcare Market

4. By Application:
4.1 Patient Care Management
4.2 Surgery
4.3 Medical Training and Education
4.4 Fitness Management
4.5 Pharmacy Management

5. By Region:
5.1 North America (U.S., Canada, Mexico)
5.2 Europe (Germany, UK, France, Rest of Europe)
5.3 Asia Pacific (China, India, Japan, Rest of Asia Pacific)
5.4 Latin America (Brazil, Argentina, Rest of Latin America)
5.5 Middle East & Africa

Competitive Landscape:
The major players in the market are as follows:
1. Microsoft
2. Mindmaze
3. Google
4. Psious
5. Daqri
6. Augmedix
7. Medical Realities
8. Firsthand Technology
9. Atheer
10. Oculus VR
11. Samsung Electronics
12. Osterhout Design Group
13. Orca Health
14. Echopixel

These major players have adopted various organic as well as inorganic growth strategies such as mergers & acquisitions, new product launches, expansions, agreements, joint ventures, partnerships, and others to strengthen their position in this market.

RESEARCH METHODOLOGY OF VERIFIED MARKET INTELLIGENCE:
Research study on the Global Augmented and Virtual Reality in Healthcare Market was performed in five phases which include Secondary research, Primary research, subject matter expert advice, quality check and final review.
The market data was analyzed and forecasted using market statistical and coherent models. Also market shares and key trends were taken into consideration while making the report. Apart from this, other data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Company Market Share Analysis, Standards of Measurement, Top to Bottom Analysis and Vendor Share Analysis.

To know more about the Research Methodology of Verified Market Intelligence and other aspects of the research study, kindly get in touch with our sales team

INTRODUCTION OF GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET
1.1 Overview of the Market
1.2 Scope of Report
1.3 Assumptions

2 EXECUTIVE SUMMARY

3 RESEARCH METHODOLOGY OF VERIFIED MARKET INTELLIGENCE
3.1 Data Mining
3.2 Validation
3.3 Primary Interviews
3.4 List of Data Sources

4 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET OUTLOOK
4.1 Overview
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.3 Porters Five Force Model
4.4 Value Chain Analysis
4.5 Regulatory Framework

5 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET END USER
5.1 Government and Defense Institutions
5.2 Hospitals, Clinics, and Surgical Centers
5.3 Research and Diagnostics Laboratories
5.4 Research Organizations and Pharma Companies

6 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET BY OFFERINGS
6.1 Software
6.2 Hardware

7 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET BY DEVICE TYPE
7.1 Projectors and Display Walls
7.2 Virtual Reality in Healthcare Market
7.3 Augmented Reality in Healthcare Market

8 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET BY APPLICATION
8.1 Patient Care Management
8.2 Surgery
8.3 Medical Training and Education
8.4 Fitness Management
8.5 Pharmacy Management

9 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET, BY GEOGRAPHY
9.1 Overview
9.2 North America Regional Market Estimates and Forecasts, 2012 - 2025
9.2.1 U.S.
9.2.2 Canada
9.2.3 Mexico
9.3 Europe Regional Market Estimates and Forecasts, 2012 - 2025
9.3.1 Germany
9.3.2 U.K.
9.3.3 France
9.3.4 Rest of Europe
9.4 Asia Pacific Regional Market Estimates and Forecasts, 2012 - 2025
9.4.1 China
9.4.2 Japan
9.4.3 India
9.4.4 Rest of Asia Pacific
9.5 Latin America Regional Market Estimates and Forecasts, 2012 - 2025
9.5.1 Brazil
9.5.2 Argentina
9.6 Rest of the World Regional Market Estimates and Forecasts, 2012 â€" 2025

10 GLOBAL AUGMENTED AND VIRTUAL REALITY IN HEALTHCARE MARKET COMPETITIVE LANDSCAPE
10.1 Overview
10.2 Company Market Share
10.3 Vendor Landscape
10.4 Key Development Strategies

11 COMPANY PROFILES
11.1 Microsoft
11.1.1 Overview
11.1.2 Financial Performance
11.1.3 Product Outlook
11.1.4 Key Developments

11.2 Mindmaze
11.2.1 Overview
11.2.2 Financial Performance
11.2.3 Product Outlook
11.2.4 Key Developments

11.3 Google
11.3.1 Overview
11.3.2 Financial Performance
11.3.3 Product Outlook
11.3.4 Key Developments

11.4 Psious
11.4.1 Overview
11.4.2 Financial Performance
11.4.3 Product Outlook
11.4.4 Key Developments

11.5 Daqri
11.5.1 Overview
11.5.2 Financial Performance
11.5.3 Product Outlook
11.5.4 Key Developments

11.6 Augmedix
11.6.1 Overview
11.6.2 Financial Performance
11.6.3 Product Outlook
11.6.4 Key Developments

11.7 Medical Realities
11.7.1 Overview
11.7.2 Financial Performance
11.7.3 Product Outlook
11.7.4 Key Developments

11.8 Firsthand Technology
11.8.1 Overview
11.8.2 Financial Performance
11.8.3 Product Outlook
11.8.4 Key Developments

11.9 Atheer
11.9.1 Overview
11.9.2 Financial Performance
11.9.3 Product Outlook
11.9.4 Key Developments

11.10 Oculus VR
11.10.1 Overview
11.10.2 Financial Performance
11.10.3 Product Outlook
11.10.4 Key Developments

11.11 Samsung Electronics
11.11.1 Overview
11.11.2 Financial Performance
11.11.3 Product Outlook
11.11.4 Key Developments

11.12 Osterhout Design Group
11.12.1 Overview
11.12.2 Financial Performance
11.12.3 Product Outlook
11.12.4 Key Developments

11.13 Orca Health
11.13.1 Overview
11.13.2 Financial Performance
11.13.3 Product Outlook
11.13.4 Key Developments

11.14 Echopixel
11.14.1 Overview
11.14.2 Financial Performance
11.14.3 Product Outlook
11.14.4 Key Developments

12 Appendix
12.1 Related Reports
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