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    Augmented Reality and Virtual Reality Market Size Worth $252.16Bn, Globally, by 2028 at 36.9% CAGR - Exclusive Report by The Insight Partners

    The Augmented Reality and Virtual Reality Market Size, Growth driven by the growing use of virtual reality to offer better customer experience in online retail and immersive learning experience with VR, AR, & gamification, the investments in AR and VR, transformation of travel sector with AR & VR technologies.

    NEW YORK, March 21, 2022 /PRNewswire/ -- The Insight Partners published latest research study on "Augmented Reality and Virtual Reality Market Forecast to 2028 – COVID-19 Impact and Global 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)", the global augmented reality and virtual reality market is expected to grow from $27.96 billion in 2021 to $252.16 billion by 2028; it is estimated to grow at a CAGR of 36.9% during 2021–2028.

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    Get Exclusive Sample Pages of Augmented Reality and Virtual Reality Market Size - COVID-19 Impact and Global Analysis with Strategic Insights at https://www.theinsightpartners.com/sample/TIPTE100000114/

    Report Coverage

    Details

    Market Size Value in

    US$ 27.96 billion in 2021

    Market Size Value by

    US$ 252.16 billion by 2028

    Growth rate

    CAGR of 36.9% from 2021 to 2028.

    Forecast Period

    2021- 2028

    Base Year

    2021

    No. of Pages

    171

    No. Tables

    89

    No. of Charts & Figures

    Seite 1 von 5



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    Augmented Reality and Virtual Reality Market Size Worth $252.16Bn, Globally, by 2028 at 36.9% CAGR - Exclusive Report by The Insight Partners The Augmented Reality and Virtual Reality Market Size, Growth driven by the growing use of virtual reality to offer better customer experience in online retail and immersive learning experience with VR, AR, & gamification, the investments in AR and …