AR & VR in Aviation provides an immersive and interactive approach that connects the aviation ecosystem to improve the efficiency of various tasks, leading to cost savings in aviation functions such as manufacturing, training, operating, entertainment and others.
Highlights
The global AR & VR in Aviation market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for AR & VR in Aviation is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for AR & VR in Aviation is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for AR & VR in Aviation in Training is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of AR & VR in Aviation include Aero Glass, Atheer, Bohemia Interactive Simulations, Elbit Systems, Eon Reality, Fackbook (Oculus), Future Visual, Google and HTC, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for AR & VR in Aviation, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding AR & VR in Aviation.
The AR & VR in Aviation market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global AR & VR in Aviation market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the AR & VR in Aviation companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Aero Glass
Atheer
Bohemia Interactive Simulations
Elbit Systems
Eon Reality
Fackbook (Oculus)
Future Visual
Google
HTC
Jasoren
Magic Leap
Microsoft
PTC
Samsung
Sony
TAE Aerospace (Fountx)
Upskill
Vuzix
Segment by Type
AR
VR
Segment by Application
Training
Operating
Manufacturing
Entertainment
Maintenance, Repair & Operations (MRO)
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of AR & VR in Aviation companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global AR & VR in Aviation Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 AR
1.2.3 VR
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global AR & VR in Aviation Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Training
1.3.3 Operating
1.3.4 Manufacturing
1.3.5 Entertainment
1.3.6 Maintenance, Repair & Operations (MRO)
1.3.7 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global AR & VR in Aviation Âé¶¹Ô´´ Perspective (2018-2029)
2.2 AR & VR in Aviation Growth Trends by Region
2.2.1 Global AR & VR in Aviation Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 AR & VR in Aviation Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 AR & VR in Aviation Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 AR & VR in Aviation Âé¶¹Ô´´ Dynamics
2.3.1 AR & VR in Aviation Industry Trends
2.3.2 AR & VR in Aviation Âé¶¹Ô´´ Drivers
2.3.3 AR & VR in Aviation Âé¶¹Ô´´ Challenges
2.3.4 AR & VR in Aviation Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top AR & VR in Aviation Players by Revenue
3.1.1 Global Top AR & VR in Aviation Players by Revenue (2018-2023)
3.1.2 Global AR & VR in Aviation Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global AR & VR in Aviation Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by AR & VR in Aviation Revenue
3.4 Global AR & VR in Aviation Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global AR & VR in Aviation Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by AR & VR in Aviation Revenue in 2022
3.5 AR & VR in Aviation Key Players Head office and Area Served
3.6 Key Players AR & VR in Aviation Product Solution and Service
3.7 Date of Enter into AR & VR in Aviation Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 AR & VR in Aviation Breakdown Data by Type
4.1 Global AR & VR in Aviation Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global AR & VR in Aviation Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 AR & VR in Aviation Breakdown Data by Application
5.1 Global AR & VR in Aviation Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global AR & VR in Aviation Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America AR & VR in Aviation Âé¶¹Ô´´ Size (2018-2029)
6.2 North America AR & VR in Aviation Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe AR & VR in Aviation Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe AR & VR in Aviation Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific AR & VR in Aviation Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific AR & VR in Aviation Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific AR & VR in Aviation Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific AR & VR in Aviation Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America AR & VR in Aviation Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America AR & VR in Aviation Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa AR & VR in Aviation Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa AR & VR in Aviation Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa AR & VR in Aviation Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Aero Glass
11.1.1 Aero Glass Company Detail
11.1.2 Aero Glass Business Overview
11.1.3 Aero Glass AR & VR in Aviation Introduction
11.1.4 Aero Glass Revenue in AR & VR in Aviation Business (2018-2023)
11.1.5 Aero Glass Recent Development
11.2 Atheer
11.2.1 Atheer Company Detail
11.2.2 Atheer Business Overview
11.2.3 Atheer AR & VR in Aviation Introduction
11.2.4 Atheer Revenue in AR & VR in Aviation Business (2018-2023)
11.2.5 Atheer Recent Development
11.3 Bohemia Interactive Simulations
11.3.1 Bohemia Interactive Simulations Company Detail
11.3.2 Bohemia Interactive Simulations Business Overview
11.3.3 Bohemia Interactive Simulations AR & VR in Aviation Introduction
11.3.4 Bohemia Interactive Simulations Revenue in AR & VR in Aviation Business (2018-2023)
11.3.5 Bohemia Interactive Simulations Recent Development
11.4 Elbit Systems
11.4.1 Elbit Systems Company Detail
11.4.2 Elbit Systems Business Overview
11.4.3 Elbit Systems AR & VR in Aviation Introduction
11.4.4 Elbit Systems Revenue in AR & VR in Aviation Business (2018-2023)
11.4.5 Elbit Systems Recent Development
11.5 Eon Reality
11.5.1 Eon Reality Company Detail
11.5.2 Eon Reality Business Overview
11.5.3 Eon Reality AR & VR in Aviation Introduction
11.5.4 Eon Reality Revenue in AR & VR in Aviation Business (2018-2023)
11.5.5 Eon Reality Recent Development
11.6 Fackbook (Oculus)
11.6.1 Fackbook (Oculus) Company Detail
11.6.2 Fackbook (Oculus) Business Overview
11.6.3 Fackbook (Oculus) AR & VR in Aviation Introduction
11.6.4 Fackbook (Oculus) Revenue in AR & VR in Aviation Business (2018-2023)
11.6.5 Fackbook (Oculus) Recent Development
11.7 Future Visual
11.7.1 Future Visual Company Detail
11.7.2 Future Visual Business Overview
11.7.3 Future Visual AR & VR in Aviation Introduction
11.7.4 Future Visual Revenue in AR & VR in Aviation Business (2018-2023)
11.7.5 Future Visual Recent Development
11.8 Google
11.8.1 Google Company Detail
11.8.2 Google Business Overview
11.8.3 Google AR & VR in Aviation Introduction
11.8.4 Google Revenue in AR & VR in Aviation Business (2018-2023)
11.8.5 Google Recent Development
11.9 HTC
11.9.1 HTC Company Detail
11.9.2 HTC Business Overview
11.9.3 HTC AR & VR in Aviation Introduction
11.9.4 HTC Revenue in AR & VR in Aviation Business (2018-2023)
11.9.5 HTC Recent Development
11.10 Jasoren
11.10.1 Jasoren Company Detail
11.10.2 Jasoren Business Overview
11.10.3 Jasoren AR & VR in Aviation Introduction
11.10.4 Jasoren Revenue in AR & VR in Aviation Business (2018-2023)
11.10.5 Jasoren Recent Development
11.11 Magic Leap
11.11.1 Magic Leap Company Detail
11.11.2 Magic Leap Business Overview
11.11.3 Magic Leap AR & VR in Aviation Introduction
11.11.4 Magic Leap Revenue in AR & VR in Aviation Business (2018-2023)
11.11.5 Magic Leap Recent Development
11.12 Microsoft
11.12.1 Microsoft Company Detail
11.12.2 Microsoft Business Overview
11.12.3 Microsoft AR & VR in Aviation Introduction
11.12.4 Microsoft Revenue in AR & VR in Aviation Business (2018-2023)
11.12.5 Microsoft Recent Development
11.13 PTC
11.13.1 PTC Company Detail
11.13.2 PTC Business Overview
11.13.3 PTC AR & VR in Aviation Introduction
11.13.4 PTC Revenue in AR & VR in Aviation Business (2018-2023)
11.13.5 PTC Recent Development
11.14 Samsung
11.14.1 Samsung Company Detail
11.14.2 Samsung Business Overview
11.14.3 Samsung AR & VR in Aviation Introduction
11.14.4 Samsung Revenue in AR & VR in Aviation Business (2018-2023)
11.14.5 Samsung Recent Development
11.15 Sony
11.15.1 Sony Company Detail
11.15.2 Sony Business Overview
11.15.3 Sony AR & VR in Aviation Introduction
11.15.4 Sony Revenue in AR & VR in Aviation Business (2018-2023)
11.15.5 Sony Recent Development
11.16 TAE Aerospace (Fountx)
11.16.1 TAE Aerospace (Fountx) Company Detail
11.16.2 TAE Aerospace (Fountx) Business Overview
11.16.3 TAE Aerospace (Fountx) AR & VR in Aviation Introduction
11.16.4 TAE Aerospace (Fountx) Revenue in AR & VR in Aviation Business (2018-2023)
11.16.5 TAE Aerospace (Fountx) Recent Development
11.17 Upskill
11.17.1 Upskill Company Detail
11.17.2 Upskill Business Overview
11.17.3 Upskill AR & VR in Aviation Introduction
11.17.4 Upskill Revenue in AR & VR in Aviation Business (2018-2023)
11.17.5 Upskill Recent Development
11.18 Vuzix
11.18.1 Vuzix Company Detail
11.18.2 Vuzix Business Overview
11.18.3 Vuzix AR & VR in Aviation Introduction
11.18.4 Vuzix Revenue in AR & VR in Aviation Business (2018-2023)
11.18.5 Vuzix Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Aero Glass
Atheer
Bohemia Interactive Simulations
Elbit Systems
Eon Reality
Fackbook (Oculus)
Future Visual
Google
HTC
Jasoren
Magic Leap
Microsoft
PTC
Samsung
Sony
TAE Aerospace (Fountx)
Upskill
Vuzix
Ìý
Ìý
*If Applicable.