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Global Augmented Reality and Virtual Reality (ARVR) Market Outlook, Trend and Opportunity Analysis, Competitive Insights, Actionable Segmentation & Forecast 2023

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  • Free Analysis
  • Table of Contents
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Report Summary

Global augmented reality and virtual reality (ARVR) market is expected to increase from USD 9.9 billion in 2016, to USD 296.5 billion in 2023, at a significant CAGR of 62.4% from 2017 to 2023. The factors driving the global ARVR market are increase investments in R&D, increasing demands of handled devices and mobiles. Increasing demand of ARVR technology in healthcare sector for training via 3D modeling is also fueling the growth of the ARVR market. The years used for the assessment are as follows:

  • Historical year  : 2013, 2014, 2015
  • Base year      : 2016
  • Forecast period : 2017 – 2023

RESEARCH METHODOLOGY

The research and analysis is based on data and information obtained from various primary and secondary sources. The data obtained is validated by interacting with the companies of the concerned domain. The steps involved in the research methodology are;

  • Obtaining historical data of the market based on news, articles, publications, annual reports, white papers, and other secondary sources
  • Interacting with key opinion leaders of the market and developing data points based on interaction with them
  • Study of past trends in the market and their year on year Impact on the market size and share
  • Analyzing the collected data points
  • Bridging the data points to calculate the total ARVR market and it various segments
  • Anticipating potential risks
  • Analyzing market forces such as drivers, restraints, and opportunities to assess new growth areas for the ARVR market
  • Finalizing the overall size and share for the global ARVR market

OBJECTIVES: 

  • To classify the global ARVR market into segments by device types, component, technology, platform, application and region and analyze their growth prospects individually
  • To analyze market trends, opportunities, drivers and restraints associated with the ARVR
  • Profiling key companies operating in the global ARVR market
  • To study market response with respect to the mergers and acquisitions in the industry

MARKET SCOPE

The research scope for global ARVR is as follows:

By Device Type 

  • Augmented Reality Devices
    • Augmented Reality Devices
      • Head-Mounted Displays (HMD)
      • Head-Up Displays (HUD)
      • Handheld Devices
    • Virtual Reality Devices
      • Head-Mounted Displays (HMD)
      • Gesture Control Devices (GCD)
        • Data Gloves
        • Others
      • Projects & Displays Wall

By Component

  • Hardware
    • 3D Camera
    • Semiconductor Components
      • Integrated Circuits (IC)
      • Controller/ Processor
      • Others
    • Displays
    • Sensors
      • Accelerometer
      • Gyroscope
      • Magnetometer
      • Proximity Sensors
      • Global Positioning Systems
    • Software
      • Cloud-Based Services
      • Software Development Kits (SDK)

By Technology 

  • Marker-Based Augmented Reality
    • Active Marker
    • Passive Marker
  • Marker-less Augmented Reality
    • Model-Based Tracking
    • Image Processing-Based
  • Virtual Reality Technology
    • Non-Immersive Technology
    • Semi-Immersive & Fully-Immersive Technologies 

By Platforms 

  • Mobile
  • Console
  • PC
  • Others

By Device Application 

  • Augmented Reality Application
    • Commercial
    • E-learning
    • Tourism
    • E-Commerce & Marketing Applications
      • Real Estate
      • Footwear
      • Beauty (Cosmetics)
      • Jewel Toning
      • Apparel Fitting
      • Furniture and Lighting Design
      • Grocery Shopping
      • Commercial Vertical Overall Review
    • Consumer
      • Gaming
      • Sports and Entertainment
        • Entertainment Application
          • Theme Parks
          • Art Gallery and Exhibitions
          • Museums (Archeology)
          • Consumer Vertical Overall Review
        • Aerospace & Defense
        • Medical
          • Surgery
          • Pharmacy Management
          • Medical Training
          • Fitness Management
          • Medical Segment Overall Review
        • Others
          • Automotive
          • Geospatial Mining
          • Enterprise Solutions
          • Architecture and Building Design
        • Virtual Reality Application
          • Commercial
            • Fashion
            • Advertisement
          • Consumer
            • Gaming
          • Aerospace and Defense
          • Medical
          • Industrial
          • Others 

By Region 

  • North America
  • Europe
  • Asia-Pacific (APAC)
  • Rest of the World (RoW)
    • Middle East and Africa (MEA)
    • Latin America

Free Analysis

The global augmented reality and virtual reality (ARVR) market is expected to increase from USD 9.9 billion in 2016, to USD 296.5 billion in 2023, at a significant CAGR of 62.4% from 2017 to 2023.The factors driving the global ARVR market are increasing investments in R&D, increasing demands of handled devices and mobiles. Increasing demand of ARVR technology in healthcare sector for training via 3D modeling is also fueling the growth of the ARVR market. Augmented and virtual reality solutions find high usage in various industries such as aerospace, defense & security, healthcare, digital manufacturing, education, and entertainment. The factors hindering the growth of the ARVR market are lack of awareness, privacy of software and high cost of ARVR hardware.

Virtual reality is an artificial, computer- generated simulation or recreation of a real life environment or situation. It enhances an existing reality in order to make it more meaningful through the ability to interact with. Whereas, augmented reality enhances, experiences by adding virtual components such as digital images, graphics. The ARVR market is gaining a massive acceptance in recent years due to their increased applications in gaming, e-commerce, military, sports, entertainment. In the medical field ARVR are used in training with the help of 3D models and in surgeries.

The global ARVR market is segmented into device type, component (hardware and software), technology and platform (mobile, console, PC and others) and application. Based on components, the ARVR market is segmented into hardware and software components. The hardware component is further segmented into displays, sensors, 3D cameras and semiconductor components. Additionally, the software component of the global ARVR market includes cloud-based services and software development kits (SDK). The software segment was the largest segment and is expected to hold the major market share owing to high demand for games and software apps. On the basis of application, the global ARVR market is classified into commercial, consumer, aerospace & defense, medical and others.In aerospace and defense, the ARVR technology is used to implement displaying info such as aircraft speed, horizon line and altitude. In gaming approach, simulated world runs on several computers that are connected over network. As far as device type is concerned, it is further classified into AR devices and VR devices. The ARVR market is strongly accounted by head-mounted displays (HMD) and sensors among various end users including defense and education.

Geographically, the global ARVR market is divided into regions such as North America, Latin America, Europe, Asia Pacific, and Middle East and Africa. The APAC region is the fastest-growing market in ARVR because of the growing consumer market in countries such as China, Japan, and South Korea.  Growing demand for ARVR in various industries such as aerospace & Defense, medical, entertainment, real estate and education sector also propels the growth of the global ARVR market.

Key players operating in the global ARVR market are Google Inc., Microsoft Corporation, Vuzix Corporation, Samsung Electronics Co. Ltd., Qualcomm Technologies Inc., Oculus VR, EON Reality, Inc., Magic leap, Inc., Blippar Inc., CyberGlove Systems Inc., Catchoom, Innovega Inc., Laster Technologies, Total Immersions, Vertalis Ltd., Augmented Pixels Co., Kooaba AG, Kishino Limited, WikitudeGmBH, Intel Corporation, Marxent Labs LLC, NIVIDIA Corporation, Facebook Inc., Advanced Micro Devices, Inc.,Layar BV, Zugara Inc., Artool works Inc., and MetaioGmBH.

Table of Contents

TABLE OF CONTENTS

CHAPTER 1. Market Scope and Methodology

1.1. Market Definition

1.2. Market Segmentation

1.2.1. Market Breakdown, By Device Type

1.2.2. Market Breakdown, By Component

1.2.3. Market Breakdown, By Technology

1.2.4. Market Breakdown, By Platform

1.2.5. Market Breakdown, By Application

1.2.6. Market Breakdown, By Region

1.3. Research Methodology

1.4. Executive Summary

CHAPTER 2. Market Outlook

2.1. Introduction

2.2. Landscape

2.2.1. Market Share

2.2.2. Opportunities

                    2.2.2.1. Increasing usage of ARVR technology in various industries such as healthcare, education, aerospace, defense & security, digital manufacturing and entertainment

        2.2.3. Trends

                   2.2.3.1. ARVR technology is used in live seminars & presentations, battlefields, surgeries, video games and 3D modeling

       2.2.4. Growth Drivers

   2.2.4.1. Increasing demand of handheld devices and mobiles

   2.2.4.2. High penetration of Head-Mounted Devices (HMD) in the market

   2.2.4.3. Increasing demand for Augmented Reality and Virtual (ARVR) technology-based products in various verticals

   2.2.4.4. Increasing investment in R&D

       2.2.5. Impact Analysis of Drivers on Future Forecast of the Market

       2.2.6. Restraints of the Market

                 2.2.6.1. Lack of awareness

 2.2.6.2. Privacy of software

 2.2.6.3. High cost of ARVR hardware

      2.2.7. Impact Analysis of Restraints on Future Forecast of the Market

CHAPTER 3. COMPETITIVE LANDSCAPE

3.1. Player Positioning Analysis, 2016

3.2. Key Strategies Adopted by Leading Players

CHAPTER 4. Market Entry Strategy

4.1. Regulatory Affairs

4.2. Competitive Analysis

4.3. Investment Analysis

4.4. Recommendations

CHAPTER 5. Augmented Reality and Virtual Reality (ARVR) Market Size and Forecast (2013 – 2023)

5.1. Augmented Reality and Virtual Reality (ARVR) Market, By Device Type

5.1.1. Augmented Reality Devices

  5.1.1.1. Head-Mounted Displays (HMD)

          5.1.1.2. Head-Up Displays (HUD)

          5.1.1.3. Handheld Devices

       5.1.2. Virtual Reality Devices

   5.1.2.1. Head-Mounted Displays (HMD)

   5.1.2.2. Gesture Control Devices (GCD)

                                 5.1.2.2.1. Data Gloves

                                 5.1.2.2.2. Others

                                 5.1.2.3. Projects & Display Wall

5.2. Augmented Reality and Virtual Reality (ARVR) Market, By Component

5.2.1. Augmented Reality and Virtual Reality Components

                  5.2.1.1. Hardware Components

 5.2.1.1.1. 3D Cameras

 5.2.1.1.2. Semiconductor Components

   5.2.1.1.2.1. Integrated Circuits (IC)

   5.2.1.1.2.2. Controller/ Processor

   5.2.1.1.2.3. Others

                                 5.2.1.1.3. Displays

                                 5.2.1.1.4. Sensors

    5.2.1.1.4.1. Accelerometer

    5.2.1.1.4.2. Gyroscope

     5.2.1.1.4.3. Magnetometer

     5.2.1.1.4.4. Proximity Sensors

     5.2.1.1.4.5. Global Positioning Systems (GPS)

 5.2.1.2. Software Components

               5.2.1.2.1. Cloud-Based Services

                               5.2.1.2.2. Software Development Kits (SDK)

5.3. Augmented Reality and Virtual Reality (ARVR) Market, By Technology

5.3.1. Augmented Reality Technology

          5.3.1.1. Marker-Based Augmented Reality

                        5.3.1.1.1. Active Marker

 5.3.1.1.2. Passive Marker

         5.3.1.2. Marker-less Augmented Reality

5.3.1.2.1. Model-Based Tracking

5.3.1.2.2. Image Processing-Based

            5.3.2. Virtual Reality Technology

5.3.2.1. Non-Immersive Technology

5.3.2.2. Semi-Immersive & Fully-Immersive Technologies

5.4. Augmented Reality and Virtual Reality (ARVR) Market, By Platform

5.4.1. Mobile

5.4.2. Console

5.4.3. PC

5.4.4. Others

5.5. Augmented Reality and Virtual Reality (ARVR) Market, By Application

5.5.1. Augmented Reality Application

          5.5.1.1. Commercial

5.5.1.1.1. E-Learning

5.5.1.1.2. Tourism

5.5.1.1.3. E-Commerce & Marketing Applications

 5.5.1.1.3.1. Real Estate

 5.5.1.1.3.2. Footwear

 5.5.1.1.3.3. Beauty (Cosmetics)

 5.5.1.1.3.4. Jewel Toning

 5.5.1.1.3.5. Apparel Fitting

 5.5.1.1.3.6. Furniture and Lighting Design

 5.5.1.1.3.7. Grocery Shopping

 5.5.1.1.3.8. Commercial Vertical Overall Review

                         5.5.1.2. Consumer

5.5.1.2.1. Gaming

5.5.1.2.2. Sports and Entertainment

                                                         5.5.1.2.2.1. Entertainment Application

                                                                              5.5.1.2.2.1.1. Theme Parks

5.5.1.2.2.1.2. Art Gallery and Exhibitions

5.5.1.2.2.1.3. Museums (Archeology)

5.5.1.2.2.1.4. Consumer Vertical Overall Review

                         5.5.1.3. Aerospace & Defense

                         5.5.1.4. Medical

5.5.1.4.1. Surgery

5.5.1.4.2. Pharmacy Management

5.5.1.4.3. Medical Training

5.5.1.4.4. Fitness Management

5.5.1.4.5. Medical Segment Overall Review

                         5.5.1.5. Others

5.5.1.5.1. Automotive

5.5.1.5.2. Geospatial Mining

5.5.1.5.3. Enterprise Solutions

5.5.1.5.4. Architecture and Building Design

              5.5.2. Virtual Reality Application

  5.5.2.1. Commercial

                 5.5.2.1.1. Fashion

                                        5.5.2.1.2. Advertisement

                          5.5.2.2. Consumer

                                         5.5.2.2.1. Gaming

                           5.5.2.3. Aerospace and Defense

                            5.5.2.4. Medical

                            5.5.2.5. Industrial

                            5.5.2.6. Others

5.6. Augmented Reality and Virtual Reality (ARVR) Market, By Region

5.6.1. North America

5.6.2. Europe

5.6.3. Asia-Pacific (APAC)

5.6.4. Rest of the World (RoW)

            5.6.4.1. Middle East and Africa (MEA)

            5.6.4.2. Latin America

CHAPTER 6. Augmented Reality and Virtual Reality (ARVR) Market, By Region

6.1. North America Augmented Reality and Virtual Reality (ARVR) Market

6.1.1. North America Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

6.1.2. North America Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

6.1.3. North America Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

6.1.4. North America Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

6.1.5. North America Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

6.1.6. North America Augmented Reality and Virtual Reality (ARVR) Market, By Country

                   6.1.6.1. The U.S.

  6.1.6.1.1. U.S. Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

  6.1.6.1.2. U.S. Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

  6.1.6.1.3. U.S. Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

  6.1.6.1.4. U.S. Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

  6.1.6.1.5. U.S. Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                  6.1.6.2. Canada

 6.1.6.2.1. Canada Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.1.6.2.2. Canada Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.1.6.2.3. Canada Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.1.6.2.4. Canada Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.1.6.2.5. Canada Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                  6.1.6.3. Rest of North America

 6.1.6.3.1. Rest of North America Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.1.6.3.2. Rest of North America Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.1.6.3.3. Rest of North America Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.1.6.3.4. Rest of North America Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.1.6.3.5. Rest of North America Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

6.2. Europe Augmented Reality and Virtual Reality (ARVR) Market

6.2.1. Europe Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

6.2.2. Europe Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

6.2.3. Europe Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

6.2.4. Europe Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

6.2.5. Europe Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

6.2.6. Europe Augmented Reality and Virtual Reality (ARVR) Market, By Country

                   6.2.6.1. Germany

  6.2.6.1.1. Germany Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

  6.2.6.1.2. Germany Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

  6.2.6.1.3. Germany Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

  6.2.6.1.4. Germany Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

  6.2.6.1.5. Germany Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                   6.2.6.2. France

   6.2.6.2.1. France Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

  6.2.6.2.2. France Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

  6.2.6.2.3. France Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

  6.2.6.2.4. France Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

  6.2.6.2.5. France Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                   6.2.6.3. Italy

  6.2.6.3.1. Italy Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

  6.2.6.3.2. Italy Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

  6.2.6.3.3. Italy Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

  6.2.6.3.4. Italy Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

  6.2.6.3.5. Italy Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                  6.2.6.4. Rest of Europe Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

 6.2.6.4.1. Rest of Europe Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.2.6.4.2. Rest of Europe Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.2.6.4.3. Rest of Europe Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.2.6.4.4. Rest of Europe Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.2.6.4.5. Rest of Europe Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

6.3. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market

6.3.1. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

6.3.2. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

6.3.3. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

6.3.4. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

6.3.5. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

6.3.6. Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Country

                  6.3.6.1. China

 6.3.6.1.1. China Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.3.6.1.2. China Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.3.6.1.3. China Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.3.6.1.4. China Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.3.6.1.5. China Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                  6.3.6.2. Japan

 6.3.6.2.1. Japan Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.3.6.2.2. Japan Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.3.6.2.3. Japan Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.3.6.2.4. Japan Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.3.6.2.5. Japan Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                  6.3.6.3. India

 6.3.6.3.1. India Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.3.6.3.2. India Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.3.6.3.3. India Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.3.6.3.4. India Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.3.6.3.5. India Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.3.6.3.6. India Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                 6.3.6.4. South Korea

 6.3.6.4.1. South Korea Augmented Reality and Virtual Reality (ARVR) Market, By Devices Type (USD Billion)

 6.3.6.4.2. South Korea Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.3.6.4.3. South Korea Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.3.6.4.4. South Korea Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.3.6.4.5. South Korea Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                 6.3.6.5. Rest of Asia-Pacific

 6.3.6.5.1. Rest of Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Devices Type (USD Billion)

 6.3.6.5.2. Rest of Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.3.6.5.3. Rest of Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.3.6.5.4. Rest of Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

 6.3.6.5.5. Rest of Asia-Pacific Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

6.4. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market

 6.4.1. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

 6.4.2. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

 6.4.3. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

 6.4.4. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

 6.4.5. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

 6.4.6. Rest of the World (RoW) Augmented Reality and Virtual Reality (ARVR) Market, By Region

                    6.4.6.1. Middle East and Africa (MEA)

   6.4.6.1.1. MEA Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

   6.4.6.1.2. MEA Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

   6.4.6.1.3. MEA Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

   6.4.6.1.4. MEA Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

   6.4.6.1.5. MEA Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

                   6.4.6.2. Latin America

  6.4.6.2.1. Latin America Augmented Reality and Virtual Reality (ARVR) Market, By Device Type (USD Billion)

  6.4.6.2.2. Latin America Augmented Reality and Virtual Reality (ARVR) Market, By Component (USD Billion)

  6.4.6.2.3. Latin America Augmented Reality and Virtual Reality (ARVR) Market, By Technology (USD Billion)

  6.4.6.2.4. Latin America Augmented Reality and Virtual Reality (ARVR) Market, By Platform (USD Billion)

  6.4.6.2.5. Latin America Augmented Reality and Virtual Reality (ARVR) Market, By Application (USD Billion)

CHAPTER 7. COMPETITIVE ANALYSIS

7.1. Porters Five Forces Analysis

        7.1.1. Bargaining Power of Buyers

        7.1.2. Bargaining Power of Suppliers

        7.1.3. Threat of New Entrants

        7.1.4. Intensity of Rivalry

        7.1.5. Threat of Substitutes

CHAPTER 8. Key Players and Strategic Developments

8.1. Oculus VR

8.1.1. Business Overview

8.1.2. Product and Service Offering

8.1.3. Financial Overview

8.1.4. Strategic Developments

8.2. Qualcomm

8.2.1. Business Overview

8.2.2. Product and Service Offering

8.2.3. Financial Overview

8.2.4. Strategic Developments

8.3. Cyber Glove systems Inc.

8.3.1. Business Overview

8.3.2. Product and Service Offering

8.3.3. Financial Overview

8.3.4. Strategic Developments

8.4. Microsoft Corporation

8.4.1. Business Overview

8.4.2. Product and Service Offering

8.4.3. Financial Overview

8.4.4. Strategic Developments

8.5. Vuzix Corporation

8.5.1. Business Overview

8.5.2. Product and Service Offering

8.5.3. Financial Overview

8.5.4. Strategic Developments

8.6. Samsung Electronics Co. Ltd.

8.6.1. Business Overview

8.6.2. Product and Service Offering

8.6.3. Financial Overview

8.6.4. Strategic Developments

8.7. Infinity Augmented Reality Inc.

8.7.1. Business Overview

8.7.2. Product and Service Offering

8.7.3. Financial Overview

8.7.4. Strategic Developments

8.8. Eon Reality Inc.

8.8.1. Business Overview

8.8.2. Product and Service Offering

8.8.3. Financial Overview

8.8.4. Strategic Developments

8.9. Google Inc.

8.9.1. Business Overview

8.9.2. Product and Service Offering

8.9.3. Financial Overview

8.9.4. Strategic Developments

8.10. Augmented Pixels Co.

8.10.1. Business Overview

8.10.2. Product and Service Offering

8.10.3. Financial Overview

8.10.4. Strategic Developments

CHAPTER 9. Research Approach

9.1. Initial Data Search

9.2. Secondary Research

9.3. Primary Research

9.4. Scope and Assumptions

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Global Augmented Reality and Virtual Reality (ARVR) Market Outlook, Trend and Opportunity Analysis, Competitive Insights, Actionable Segmentation & Forecast 2023

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The post Global Augmented Reality and Virtual Reality (ARVR) Market Outlook, Trend and Opportunity Analysis, Competitive Insights, Actionable Segmentation & Forecast 2023 appeared first on Energias Market Research.



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Global Augmented Reality and Virtual Reality (ARVR) Market Outlook, Trend and Opportunity Analysis, Competitive Insights, Actionable Segmentation & Forecast 2023

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