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Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others): Global Opportunity Analysis and Industry Forecast, 2018 - 2025
Published Date: November 2019
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Report Code: ALLI-Auto-4H304
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Augmented and Virtual Reality Market by Organization Size Large Enterprises and Small Medium Sized Enterprises Application Consumer and Enterprise Industry Vertical Gaming Entertainment Media Aerospace Defense Healthcare Education Manufacturing Retail and Others Global Opportunity Analysis and Industry Forecast 2018 2025

Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical (Gaming, Entertainment & Media, Aerospace & Defense, Healthcare, Education, Manufacturing, Retail, and Others): Global Opportunity Analysis and Industry Forecast, 2018 - 2025

Code: ALLI-Auto-4H304
Report
November 2019
230 Pages
Allied Market Research
Region: Global,
Description
Table of Content
Tables & Figures

AR AND VR MARKET STATISTICS

The global AR and VR market size was USD 11.35 billion in 2017, and the augmented reality and virtual reality market forecast is projected to reach USD 571.42 billion by 2025, growing at a CAGR of 63.3% from 2018 to 2025.

Augmented Reality (AR) adds visual elements to a live view, using the camera on a smartphone. On the other hand, Virtual reality (VR) means an environment of complete immersion that blocks out the physical world. Although VR has driven much of the recent hype, mainly with customers from the gaming industry, AR will prove to be the more significant long-term business opportunity, starting with commercial deployments.

ar and vr market size, share, growth and industry analysis report 2025

 
TRENDS INFLUENCING THE AR AND VR MARKET

Although conventional technologies often allow businesses to experiment with immersive software, designers are given a more direct experience by being able to walk, move and interact with their designs, either in an AR or VR environment. The idea is that immersive technologies deliver greater design precision and, as a result, a higher-quality final product at a potentially cheaper cost than conventional prototyping technologies can offer. This feature of AR and VR is expected to impact market growth.

ar and vr market: global market size, share, trends and forecast 2025

 

The growing demand for the gesture and haptic control devices fuels the growth of AR and VR market size. The haptic technology is used to generate the sense of touch that users experience in the form of applied forces, motion, or vibrations, while the algorithms of gesture recognition allow users to control devices and applications using their gestures, usually hand movements. With these technologies, as in the real world, the user can touch a virtual object. As a result, the growing success of these innovations has added a new dimension to those apps, driving their adoption.

AI-Powered Augmented Reality Providing Improved User experience is expected to boost user experience and will impel key players to incorporate voice interfaces to engage their customers further. Consequently, AI integration is projected to generate lucrative business growth opportunities in the years to come and is anticipated to be a key industry phenomenon. In the retail industry, for example, customers can perceive the product presentation directly with the aid of AR and can communicate with the physical objects during the shopping. Similarly, virtual reality glasses are assisting shop floor staff during everyday work in the manufacturing facilities.
 
The growing use of VR HMDs(head-mounted display) for gaming will drive the mobile apps market. Virtual reality technology, when used in gaming and sports broadcasts, provides impressive results about the visual effect. Due to their use in gaming and sports & entertainment, the market for head-mounted displays is strong in consumer applications. Advances in computer technology and internet access are driving the VR market, which, in turn, is expected to boost VR display demand.
 

AR AND VR MARKET SHARE ANALYSIS

During the forecast period, Asia-Pacific (APAC) is expected to see the fastest growth in the AR and VR industry. The rise in the rate of economic growth, the increase in the adoption of technologically advanced solutions, the rise in the penetration of smartphones in emerging economies such as China and India, and the growth in the usage of technology in end-use industries are some of the main factors that drive the region's market.

North America is expected to hold the highest market share in AR and VR. With the presence of companies such as Google LLC, Facebook, Inc., and Apple, Inc., among others, the U.S. is rapidly developing and investing in the augmented reality industry. The U.S. government also introduces numerous programs and funds startups to invest in advanced AR technology. The leading companies are organizing various AR/VR conferences for large and small & medium enterprises to develop innovative solutions and showcase their product segment. Industries such as gaming, retail, manufacturing, and logistics, among others, have witnessed high adoption in North America.
 

TOP AR AND VR COMPANIES

  • HTC

The Taiwanese consumer electronics company HTC Corporation is headquartered in Xindian District, New Taipei City, Taiwan. HTC was founded in 1997 and began designing and producing laptop computers as an original design manufacturer and original equipment manufacturer.

  • SAMSUNG ELETRONICS

Samsung is a multinational South Korean conglomerate with its headquarters in Samsung City, Seoul. It comprises various related firms, most of which are unified under the Samsung name, and it is South Korea's largest chaebol.

  • ALPHABET INC

Alphabet Inc. is a global American conglomerate with its headquarters in Mountain View, California. It was formed on 2 October 2015 through a restructuring of Google and became Google's parent company and several other Google subsidiaries

  • WIKITUDE

Wikitude is a provider of mobile augmented reality technology, located in Salzburg, Austria. Wikitude was founded in 2008 and initially focused on providing location-based experiences in augmented reality through the Wikitude World Browser App.

 

TOP IMPACTING FACTORS

Rise in penetration of smartphones & mobile gaming and the increase in adoption of augmented & virtual reality solutions in education are expected to drive the market growth. However, the lack of effective user experience design and slow growth among underdeveloped economies are expected to hamper the market growth during the forecast period. On the contrary, an increase in investments in the market is expected to be an augmented and virtual reality market opportunity.

 augmented reality and virtual reality market by application 

1. COST-EFFICIENT BENEFITS OF AUGMENTED AND VIRTUAL REALITY-BASED SOLUTIONS

Augmented and virtual reality offers a cost-effective and efficient solution in training and skill development, as it replicates the real scenarios by using augmented and virtual reality enabled solutions. For instance, in civil aviation or military application, it is costlier to utilize an actual aircraft to train a pilot. Furthermore, it could harm humans. Conversely, augmented and virtual reality solutions create a virtual environment similar to the real world, where a trainee can understand and tackle challenges with strategic mapping. Moreover, in healthcare, the participation of humans for the training of students or nurses or other medical professionals is unethical and could be harmful. Thus, augmented and virtual reality-based solutions provide valid tools to train medical professionals without compromising and harming one’s life.

 Augmented Reality and Virtual Reality Market by Industry Vertical

2. EXPANSION OF THE GAMING INDUSTRY

Video game is one of the major applications of augmented and virtual reality technology. In the past, the number of gamers worldwide has increased at a rapid pace. This is attributed to increased demand for augmented and virtual reality-based games, thus driving the market growth.

3. ADVANCEMENT OF AR/VR TECHNOLOGY

Augmented and virtual reality technologies can be used for collaborative seminars, meetings, public lectures, flight training, military training, training for nurses & medical professionals, and the self-learning process. Furthermore, to introduce enhanced products or solutions, key players are anticipated to emphasize product innovation through continuous investment in product development, which further results in the advancement of AR/VR technology.

4. LACK OF EFFECTIVE USER EXPERIENCE DESIGN

3D interface design is a complicated and expensive procedure. Moreover, only a few people are available with the necessary design skills to overcome these issues. Furthermore, customers are fascinated by the new entertainment possibilities but do not want to invest in head-mounted displays (HMDs). Although VR is already available to consumers through devices such as HTC Vive and Oculus Rift, it is not being recognized globally, as AR/VR hardware still needs to improvise convenience and control.

 

SCOPE OF THE AR AND VR MARKET REPORT

Attribute

Details

Base year for estimation

2017

Forecast period

2018 - 2025

Segments covered

Application, Organization Size, Industry Vertical and Region

Regional Covered

North America, Europe, Asia Pacific, South America, and MEA

Number of Pages

230 Pages

Companies covered

Alphabet (Google Inc.), DAQRI, Facebook, HTC, Magic Leap, Inc., Microsoft Corporation, Osterhout Design Group, Samsung Electronics Co., Ltd., Sony, Wikitude, Others

Report coverage

Revenue forecast, competitive landscape, growth factors, and trends

Units

USD Million and Billion

 

KEY BENEFITS FOR AR AND VR MARKET:

  • The study presents an in-depth analysis of the global augmented and virtual reality market along with the current & future trends to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the market is provided in this study.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the global augmented and virtual reality industry.
  • The quantitative analysis of the global augmented and virtual reality market from 2017 to 2025 is provided to determine the market potential.

 

AR AND VR KEY MARKET SEGMENTS

By Application

  • Consumer
  • Enterprise

By Organization Size

 
  • Large Enterprises
  • Small- & Medium-sized Enterprises

By Industry Vertical

 
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By Region

 
  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • France
    • Germany
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Players

  • Alphabet (Google Inc.)
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Osterhout Design Group
  • Samsung Electronics Co., Ltd.
  • Sony
  • Wikitude

TABLE OF CONTENT

 
CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key benefits for stakeholders
1.3. Research methodology
1.3.1. Secondary research
1.3.2. Primary research
1.3.3. Analyst tools & models
 
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO perspective
 
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.2.3. Top winning strategies
3.3. Porter's five forces analysis
3.4. Key player positioning, 2017
3.5. Market dynamics
3.5.1. Drivers
3.5.1.1. Expansion in gamer community
3.5.1.2. Increase in smartphone penetration
3.5.1.3. Cost-efficient benefits of augmented and virtual reality based solutions
3.5.2. Restraints
3.5.2.1. lack of good user experience design
3.5.2.2. Lack of good user experience design
3.5.3. Opportunities
3.5.3.1. Advancement of Technology
3.5.3.2. Progressing adoption of AR VR by enterprises
 
CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE
4.1. Overview
4.2. LARGE ENTERPRISES
4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast, by region
4.2.4. Market analysis by country
4.3. SMALL & MEDIUM SIZED ENTERPRISES (SME)
4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast, by region
4.3.4. Market analysis by country
 
CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
5.1. Overview
5.2. CONSUMER
5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast, by region
5.2.4. Market analysis by country
5.3. ENTERPRISE
5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast, by region
5.3.4. Market analysis by country
 
CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL
6.1. Overview
6.2. Gaming
6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast, by region
6.2.4. Market analysis by country
6.3. Entertainment and media
6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast, by region
6.3.4. Market analysis by country
6.4. Aerospace and defense
6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast, by region
6.4.4. Market analysis by country
6.5. Healthcare
6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast, by region
6.5.4. Market analysis by country
6.6. Education
6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast, by region
6.6.4. Market analysis by country
6.7. Manufacturing
6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast, by region
6.7.4. Market analysis by country
6.8. Retail
6.8.1. Key market trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast, by region
6.8.4. Market analysis by country
6.9. Others
6.9.1. Key market trends
6.9.2. Key growth factors and opportunities
6.9.3. Market size and forecast, by region
6.9.4. Market analysis by country
 
CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
7.1. Overview
7.2. North America
7.2.1. Key market trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast
7.2.3.1. Market size and forecast, by organization size
7.2.3.2. Market size and forecast, by application
7.2.3.3. Market size and forecast, by industry vertical
7.2.3.4. Market size and forecast, by country
7.2.3.5. U.S.
7.2.3.5.1. Market size and forecast, by organization size
7.2.3.5.2. Market size and forecast, by application
7.2.3.5.3. Market size and forecast, by industry vertical
7.2.3.6. Canada
7.2.3.6.1. Market size and forecast, by organization size
7.2.3.6.2. Market size and forecast, by application
7.2.3.6.3. Market size and forecast, by industry vertical
7.3. Europe
7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast
7.3.3.1. Market size and forecast, by organization size
7.3.3.2. Market size and forecast, by application
7.3.3.3. Market size and forecast, by industry vertical
7.3.3.4. Market size and forecast, by country
7.3.3.5. UK
7.3.3.5.1. Market size and forecast, by organization size
7.3.3.5.2. Market size and forecast, by application
7.3.3.5.3. Market size and forecast, by industry vertical
7.3.3.6. France
7.3.3.6.1. Market size and forecast, by organization size
7.3.3.6.2. Market size and forecast, by application
7.3.3.6.3. Market size and forecast, by industry vertical
7.3.3.7. Germany
7.3.3.7.1. Market size and forecast, by organization size
7.3.3.7.2. Market size and forecast, by application
7.3.3.7.3. Market size and forecast, by industry vertical
7.3.3.8. RUSSIA
7.3.3.8.1. Market size and forecast, by organization size
7.3.3.8.2. Market size and forecast, by application
7.3.3.8.3. Market size and forecast, by industry vertical
7.3.3.9. Rest of Europe
7.3.3.9.1. Market size and forecast, by organization size
7.3.3.9.2. Market size and forecast, by application
7.3.3.9.3. Market size and forecast, by industry vertical
7.4. Asia-Pacific
7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast
7.4.3.1. Market size and forecast, by organization size
7.4.3.2. Market size and forecast, by application
7.4.3.3. Market size and forecast, by industry vertical
7.4.3.4. Market size and forecast, by country
7.4.3.5. China
7.4.3.5.1. Market size and forecast, by organization size
7.4.3.5.2. Market size and forecast, by application
7.4.3.5.3. Market size and forecast, by industry vertical
7.4.3.6. India
7.4.3.6.1. Market size and forecast, by organization size
7.4.3.6.2. Market size and forecast, by application
7.4.3.6.3. Market size and forecast, by industry vertical
7.4.3.7. Japan
7.4.3.7.1. Market size and forecast, by organization size
7.4.3.7.2. Market size and forecast, by application
7.4.3.7.3. Market size and forecast, by industry vertical
7.4.3.8. SOUTH KOREA
7.4.3.8.1. Market size and forecast, by organization size
7.4.3.8.2. Market size and forecast, by application
7.4.3.8.3. Market size and forecast, by industry vertical
7.4.3.9. Rest of Asia-Pacific
7.4.3.9.1. Market size and forecast, by organization size
7.4.3.9.2. Market size and forecast, by application
7.4.3.9.3. Market size and forecast, by industry vertical
7.5. LAMEA
7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast
7.5.3.1. Market size and forecast, by organization size
7.5.3.2. Market size and forecast, by application
7.5.3.3. Market size and forecast, by industry vertical
7.5.3.5. Market size and forecast, by country
7.5.3.6. Latin America
7.5.3.6.1. Market size and forecast, by organization size
7.5.3.6.2. Market size and forecast, by application
7.5.3.6.3. Market size and forecast, by industry vertical
7.5.3.7. Middle East
7.5.3.7.1. Market size and forecast, by organization size
7.5.3.7.2. Market size and forecast, by application
7.5.3.7.3. Market size and forecast, by industry vertical
7.5.3.8. Africa
7.5.3.8.1. Market size and forecast, by organization size
7.5.3.8.2. Market size and forecast, by application
7.5.3.8.3. Market size and forecast, by industry vertical
CHAPTER 8: COMPANY PROFILES
8.1. Alphabet (Google Inc.)
8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Operating business segments
8.1.4. Product portfolio
8.1.5. Business performance
8.1.6. Key strategic moves and developments
8.2. DAQRI
8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Product portfolio
8.2.4. Business performance
8.2.5. Key strategic moves and developments
8.3. Facebook
8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Operating business segments
8.3.4. Product portfolio
8.3.5. Business performance
8.3.6. Key strategic moves and developments
8.4. HTC
8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Product portfolio
8.4.4. Key strategic moves and developments
8.5. Magic Leap, Inc.
8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Operating business segments
8.5.4. Product portfolio
8.5.5. Business performance
8.5.6. Key strategic moves and developments
8.6. Microsoft Corporation
8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Operating business segments
8.6.4. Product portfolio
8.6.5. Business performance
8.6.6. Key strategic moves and developments
8.7. OSTERHOUT DESIGN GROUP
8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Operating business segments
8.7.4. Product portfolio
8.7.5. Business performance
8.7.6. Key strategic moves and developments
8.8. Samsung Electronics Co., Ltd.
8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Operating business segments
8.8.4. Product portfolio
8.8.5. Business performance
8.8.6. Key strategic moves and developments
8.9. Sony
8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Product portfolio
8.10. Wikitude
8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Product portfolio
8.10.4. Key strategic moves and development

LIST OF TABLES & FIGURES

 
TABLE 01. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 02. LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 03. SME AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 04. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 20172025($MILLION)
TABLE 05. CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 06. ENTERPRISE AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 07. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 08. GAMING MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 09. ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 10. AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 11. HEALTHCARE SIMULATION SOFWTARE MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 12. EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 13. MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 14. RETAIL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 15. OTHERSAUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 16. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 17. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORRRGANIZATION SIZE, 20172025($MILLION)
TABLE 18. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 19. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 20. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 21. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 22. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 23. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 24. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 25. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 26. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY END USER, 20172025($MILLION)
TABLE 27. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 28. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 29. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 30. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 31. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 32. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 33. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 34. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 35. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 36. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 37. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 38. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 39. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 40. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 41. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 42. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 43. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 44. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 45. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 46. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 47. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 48. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 49. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 50. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 51. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 52. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 53. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 54. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 55. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 56. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 57. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 58. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 59. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 60. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 61. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 62. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 63. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 64. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 65. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 66. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 67. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 68. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 69. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 70. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 71. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 72. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 73. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 74. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 75. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 76. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 77. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 78. ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT
TABLE 79. ALPHABET (GOOGLE INC.): OPERATING SEGMENT
TABLE 80. ALPHABET (GOOGLE INC.): PRODUCT PORTFOLIO
TABLE 81. DAQRI: COMPANY SNAPSHOT
TABLE 82. DAQRI: PRODUCT PORTFOLIO
TABLE 83. FACEBOOK : COMPANY SNAPSHOT
TABLE 84. FACEBOOK : OPERATING SEGMENT
TABLE 85. FACEBOOK : PRODUCT PORTFOLIO
TABLE 86. HTC: COMPANY SNAPSHOT
TABLE 87. HTC: PRODUCT PORTFOLIO
TABLE 88. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 89. MAGIC LEAP, INC.: OPERATING SEGMENTS
TABLE 90. MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 91. MICROSOFT CORPORATION : COMPANY SNAPSHOT
TABLE 92. MICROSOFT CORPORATION : PRODUCT CATEGORY
TABLE 93. MICROSOFT CORPORATION : PRODUCT PORTFOLIO
TABLE 94. OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
TABLE 95. OSTERHOUT DESIGN GROUP: OPERATING SEGMENTS
TABLE 96. OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 97. SAMSUNG ELECTRONICS CO., LTD. : COMPANY SNAPSHOT
TABLE 98. SAMSUNG ELECTRONICS CO., LTD. : OPERATING SEGMENTS
TABLE 99. SAMSUNG ELECTRONICS CO., LTD. : PRODUCT PORTFOLIO
TABLE 100. SONY: COMPANY SNAPSHOT
TABLE 101. SONY: PRODUCT PORTFOLIO
TABLE 102. WIKITUDE COMPANY SNAPSHOT
TABLE 103. WIKITUDE: PRODUCT PORTFOLIO LIST OF FIGURES
 
FIGURE 01. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, 20172025
FIGURE 02. AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION, 20172025
FIGURE 03. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: KEY PLAYERS
FIGURE 04. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET SEGMENTATION
FIGURE 05. TOP IMPACTING FACTORS
FIGURE 06. TOP INVESTMENT POCKETS
FIGURE 07. TOP WINNING STRATEGIES, BY YEAR, 20152018*
FIGURE 08. TOP WINNING STRATEGIES, BY DEVELOPMENT, 20152018* (%)
FIGURE 09. TOP WINNING STRATEGIES, BY COMPANY, 20152018*
FIGURE 10. MODERATE BARGAINING POWER OF SUPPLIER
FIGURE 11. HIGH BARGAINING POWER OF BUYER
FIGURE 12. HIGH THREAT OF SUBSTITUTES
FIGURE 13. MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 14. HIGH COMPETITIVE RIVALRY
FIGURE 15. AUGMENTED AND VIRTUAL REALITY MARKET: KEY PLAYER POSITIONING, 2017
FIGURE 16. DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
 
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF SME AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF ENTERPRISE SIMULATION SOFTWRAE MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF GAMING AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF HEALTHCARE SIMULATION SOFWTARE MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 27. COMPARATIVE SHARE ANALYSIS OF RETAIL AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 29. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 30. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 31. UK AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 32. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 33. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 34. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 35. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 36. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 37. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 38. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 39. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 40. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 41. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 42. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 43. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 44. ALPHABET (GOOGLE INC.): REVENUE, 20182025 ($MILLION)
FIGURE 45. ALPHABET (GOOGLE INC.): REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 46. ALPHABET (GOOGLE INC.): REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 47. DAQRI: REVENUE, 20182025 ($MILLION)
FIGURE 48. DAQRI: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 49. FACEBOOK: REVENUE, 20152017 ($MILLION)
FIGURE 50. FACEBOOK: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 51. FACEBOOK: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 52. MAGIC LEAP, INC.: REVENUE, 20152017 ($MILLION)
FIGURE 53. MAGIC LEAP, INC.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 54. MAGIC LEAP, INC.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 55. MICROSOFT CORPORATION : REVENUE, 20152017 ($MILLION)
FIGURE 56. MICROSOFT CORPORATION : REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 57. MICROSOFT CORPORATION : REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 58. OSTERHOUT DESIGN GROUP: REVENUE, 20152017 ($MILLION)
FIGURE 59. OSTERHOUT DESIGN GROUP: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 60. OSTERHOUT DESIGN GROUP: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 61. SAMSUNG ELECTRONICS CO., LTD. : REVENUE, 20152017 ($MILLION)
FIGURE 62. SAMSUNG ELECTRONICS CO., LTD. : REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 63. SAMSUNG ELECTRONICS CO., LTD. : REVENUE SHARE BY GEOGRAPHY, 2017 (%

AR AND VR MARKET STATISTICS

The global AR and VR market size was USD 11.35 billion in 2017, and the augmented reality and virtual reality market forecast is projected to reach USD 571.42 billion by 2025, growing at a CAGR of 63.3% from 2018 to 2025.

Augmented Reality (AR) adds visual elements to a live view, using the camera on a smartphone. On the other hand, Virtual reality (VR) means an environment of complete immersion that blocks out the physical world. Although VR has driven much of the recent hype, mainly with customers from the gaming industry, AR will prove to be the more significant long-term business opportunity, starting with commercial deployments.

ar and vr market size, share, growth and industry analysis report 2025

 
TRENDS INFLUENCING THE AR AND VR MARKET

Although conventional technologies often allow businesses to experiment with immersive software, designers are given a more direct experience by being able to walk, move and interact with their designs, either in an AR or VR environment. The idea is that immersive technologies deliver greater design precision and, as a result, a higher-quality final product at a potentially cheaper cost than conventional prototyping technologies can offer. This feature of AR and VR is expected to impact market growth.

ar and vr market: global market size, share, trends and forecast 2025

 

The growing demand for the gesture and haptic control devices fuels the growth of AR and VR market size. The haptic technology is used to generate the sense of touch that users experience in the form of applied forces, motion, or vibrations, while the algorithms of gesture recognition allow users to control devices and applications using their gestures, usually hand movements. With these technologies, as in the real world, the user can touch a virtual object. As a result, the growing success of these innovations has added a new dimension to those apps, driving their adoption.

AI-Powered Augmented Reality Providing Improved User experience is expected to boost user experience and will impel key players to incorporate voice interfaces to engage their customers further. Consequently, AI integration is projected to generate lucrative business growth opportunities in the years to come and is anticipated to be a key industry phenomenon. In the retail industry, for example, customers can perceive the product presentation directly with the aid of AR and can communicate with the physical objects during the shopping. Similarly, virtual reality glasses are assisting shop floor staff during everyday work in the manufacturing facilities.
 
The growing use of VR HMDs(head-mounted display) for gaming will drive the mobile apps market. Virtual reality technology, when used in gaming and sports broadcasts, provides impressive results about the visual effect. Due to their use in gaming and sports & entertainment, the market for head-mounted displays is strong in consumer applications. Advances in computer technology and internet access are driving the VR market, which, in turn, is expected to boost VR display demand.
 

AR AND VR MARKET SHARE ANALYSIS

During the forecast period, Asia-Pacific (APAC) is expected to see the fastest growth in the AR and VR industry. The rise in the rate of economic growth, the increase in the adoption of technologically advanced solutions, the rise in the penetration of smartphones in emerging economies such as China and India, and the growth in the usage of technology in end-use industries are some of the main factors that drive the region's market.

North America is expected to hold the highest market share in AR and VR. With the presence of companies such as Google LLC, Facebook, Inc., and Apple, Inc., among others, the U.S. is rapidly developing and investing in the augmented reality industry. The U.S. government also introduces numerous programs and funds startups to invest in advanced AR technology. The leading companies are organizing various AR/VR conferences for large and small & medium enterprises to develop innovative solutions and showcase their product segment. Industries such as gaming, retail, manufacturing, and logistics, among others, have witnessed high adoption in North America.
 

TOP AR AND VR COMPANIES

  • HTC

The Taiwanese consumer electronics company HTC Corporation is headquartered in Xindian District, New Taipei City, Taiwan. HTC was founded in 1997 and began designing and producing laptop computers as an original design manufacturer and original equipment manufacturer.

  • SAMSUNG ELETRONICS

Samsung is a multinational South Korean conglomerate with its headquarters in Samsung City, Seoul. It comprises various related firms, most of which are unified under the Samsung name, and it is South Korea's largest chaebol.

  • ALPHABET INC

Alphabet Inc. is a global American conglomerate with its headquarters in Mountain View, California. It was formed on 2 October 2015 through a restructuring of Google and became Google's parent company and several other Google subsidiaries

  • WIKITUDE

Wikitude is a provider of mobile augmented reality technology, located in Salzburg, Austria. Wikitude was founded in 2008 and initially focused on providing location-based experiences in augmented reality through the Wikitude World Browser App.

 

TOP IMPACTING FACTORS

Rise in penetration of smartphones & mobile gaming and the increase in adoption of augmented & virtual reality solutions in education are expected to drive the market growth. However, the lack of effective user experience design and slow growth among underdeveloped economies are expected to hamper the market growth during the forecast period. On the contrary, an increase in investments in the market is expected to be an augmented and virtual reality market opportunity.

 augmented reality and virtual reality market by application 

1. COST-EFFICIENT BENEFITS OF AUGMENTED AND VIRTUAL REALITY-BASED SOLUTIONS

Augmented and virtual reality offers a cost-effective and efficient solution in training and skill development, as it replicates the real scenarios by using augmented and virtual reality enabled solutions. For instance, in civil aviation or military application, it is costlier to utilize an actual aircraft to train a pilot. Furthermore, it could harm humans. Conversely, augmented and virtual reality solutions create a virtual environment similar to the real world, where a trainee can understand and tackle challenges with strategic mapping. Moreover, in healthcare, the participation of humans for the training of students or nurses or other medical professionals is unethical and could be harmful. Thus, augmented and virtual reality-based solutions provide valid tools to train medical professionals without compromising and harming one’s life.

 Augmented Reality and Virtual Reality Market by Industry Vertical

2. EXPANSION OF THE GAMING INDUSTRY

Video game is one of the major applications of augmented and virtual reality technology. In the past, the number of gamers worldwide has increased at a rapid pace. This is attributed to increased demand for augmented and virtual reality-based games, thus driving the market growth.

3. ADVANCEMENT OF AR/VR TECHNOLOGY

Augmented and virtual reality technologies can be used for collaborative seminars, meetings, public lectures, flight training, military training, training for nurses & medical professionals, and the self-learning process. Furthermore, to introduce enhanced products or solutions, key players are anticipated to emphasize product innovation through continuous investment in product development, which further results in the advancement of AR/VR technology.

4. LACK OF EFFECTIVE USER EXPERIENCE DESIGN

3D interface design is a complicated and expensive procedure. Moreover, only a few people are available with the necessary design skills to overcome these issues. Furthermore, customers are fascinated by the new entertainment possibilities but do not want to invest in head-mounted displays (HMDs). Although VR is already available to consumers through devices such as HTC Vive and Oculus Rift, it is not being recognized globally, as AR/VR hardware still needs to improvise convenience and control.

 

SCOPE OF THE AR AND VR MARKET REPORT

Attribute

Details

Base year for estimation

2017

Forecast period

2018 - 2025

Segments covered

Application, Organization Size, Industry Vertical and Region

Regional Covered

North America, Europe, Asia Pacific, South America, and MEA

Number of Pages

230 Pages

Companies covered

Alphabet (Google Inc.), DAQRI, Facebook, HTC, Magic Leap, Inc., Microsoft Corporation, Osterhout Design Group, Samsung Electronics Co., Ltd., Sony, Wikitude, Others

Report coverage

Revenue forecast, competitive landscape, growth factors, and trends

Units

USD Million and Billion

 

KEY BENEFITS FOR AR AND VR MARKET:

  • The study presents an in-depth analysis of the global augmented and virtual reality market along with the current & future trends to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the market is provided in this study.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the global augmented and virtual reality industry.
  • The quantitative analysis of the global augmented and virtual reality market from 2017 to 2025 is provided to determine the market potential.

 

AR AND VR KEY MARKET SEGMENTS

By Application

  • Consumer
  • Enterprise

By Organization Size

 
  • Large Enterprises
  • Small- & Medium-sized Enterprises

By Industry Vertical

 
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By Region

 
  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • France
    • Germany
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Players

  • Alphabet (Google Inc.)
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Osterhout Design Group
  • Samsung Electronics Co., Ltd.
  • Sony
  • Wikitude
Read More

TABLE OF CONTENT

 
CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key benefits for stakeholders
1.3. Research methodology
1.3.1. Secondary research
1.3.2. Primary research
1.3.3. Analyst tools & models
 
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO perspective
 
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.2.3. Top winning strategies
3.3. Porter's five forces analysis
3.4. Key player positioning, 2017
3.5. Market dynamics
3.5.1. Drivers
3.5.1.1. Expansion in gamer community
3.5.1.2. Increase in smartphone penetration
3.5.1.3. Cost-efficient benefits of augmented and virtual reality based solutions
3.5.2. Restraints
3.5.2.1. lack of good user experience design
3.5.2.2. Lack of good user experience design
3.5.3. Opportunities
3.5.3.1. Advancement of Technology
3.5.3.2. Progressing adoption of AR VR by enterprises
 
CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE
4.1. Overview
4.2. LARGE ENTERPRISES
4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast, by region
4.2.4. Market analysis by country
4.3. SMALL & MEDIUM SIZED ENTERPRISES (SME)
4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast, by region
4.3.4. Market analysis by country
 
CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
5.1. Overview
5.2. CONSUMER
5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast, by region
5.2.4. Market analysis by country
5.3. ENTERPRISE
5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast, by region
5.3.4. Market analysis by country
 
CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL
6.1. Overview
6.2. Gaming
6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast, by region
6.2.4. Market analysis by country
6.3. Entertainment and media
6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast, by region
6.3.4. Market analysis by country
6.4. Aerospace and defense
6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast, by region
6.4.4. Market analysis by country
6.5. Healthcare
6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast, by region
6.5.4. Market analysis by country
6.6. Education
6.6.1. Key market trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast, by region
6.6.4. Market analysis by country
6.7. Manufacturing
6.7.1. Key market trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast, by region
6.7.4. Market analysis by country
6.8. Retail
6.8.1. Key market trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast, by region
6.8.4. Market analysis by country
6.9. Others
6.9.1. Key market trends
6.9.2. Key growth factors and opportunities
6.9.3. Market size and forecast, by region
6.9.4. Market analysis by country
 
CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
7.1. Overview
7.2. North America
7.2.1. Key market trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast
7.2.3.1. Market size and forecast, by organization size
7.2.3.2. Market size and forecast, by application
7.2.3.3. Market size and forecast, by industry vertical
7.2.3.4. Market size and forecast, by country
7.2.3.5. U.S.
7.2.3.5.1. Market size and forecast, by organization size
7.2.3.5.2. Market size and forecast, by application
7.2.3.5.3. Market size and forecast, by industry vertical
7.2.3.6. Canada
7.2.3.6.1. Market size and forecast, by organization size
7.2.3.6.2. Market size and forecast, by application
7.2.3.6.3. Market size and forecast, by industry vertical
7.3. Europe
7.3.1. Key market trends
7.3.2. Key growth factors and opportunities
7.3.3. Market size and forecast
7.3.3.1. Market size and forecast, by organization size
7.3.3.2. Market size and forecast, by application
7.3.3.3. Market size and forecast, by industry vertical
7.3.3.4. Market size and forecast, by country
7.3.3.5. UK
7.3.3.5.1. Market size and forecast, by organization size
7.3.3.5.2. Market size and forecast, by application
7.3.3.5.3. Market size and forecast, by industry vertical
7.3.3.6. France
7.3.3.6.1. Market size and forecast, by organization size
7.3.3.6.2. Market size and forecast, by application
7.3.3.6.3. Market size and forecast, by industry vertical
7.3.3.7. Germany
7.3.3.7.1. Market size and forecast, by organization size
7.3.3.7.2. Market size and forecast, by application
7.3.3.7.3. Market size and forecast, by industry vertical
7.3.3.8. RUSSIA
7.3.3.8.1. Market size and forecast, by organization size
7.3.3.8.2. Market size and forecast, by application
7.3.3.8.3. Market size and forecast, by industry vertical
7.3.3.9. Rest of Europe
7.3.3.9.1. Market size and forecast, by organization size
7.3.3.9.2. Market size and forecast, by application
7.3.3.9.3. Market size and forecast, by industry vertical
7.4. Asia-Pacific
7.4.1. Key market trends
7.4.2. Key growth factors and opportunities
7.4.3. Market size and forecast
7.4.3.1. Market size and forecast, by organization size
7.4.3.2. Market size and forecast, by application
7.4.3.3. Market size and forecast, by industry vertical
7.4.3.4. Market size and forecast, by country
7.4.3.5. China
7.4.3.5.1. Market size and forecast, by organization size
7.4.3.5.2. Market size and forecast, by application
7.4.3.5.3. Market size and forecast, by industry vertical
7.4.3.6. India
7.4.3.6.1. Market size and forecast, by organization size
7.4.3.6.2. Market size and forecast, by application
7.4.3.6.3. Market size and forecast, by industry vertical
7.4.3.7. Japan
7.4.3.7.1. Market size and forecast, by organization size
7.4.3.7.2. Market size and forecast, by application
7.4.3.7.3. Market size and forecast, by industry vertical
7.4.3.8. SOUTH KOREA
7.4.3.8.1. Market size and forecast, by organization size
7.4.3.8.2. Market size and forecast, by application
7.4.3.8.3. Market size and forecast, by industry vertical
7.4.3.9. Rest of Asia-Pacific
7.4.3.9.1. Market size and forecast, by organization size
7.4.3.9.2. Market size and forecast, by application
7.4.3.9.3. Market size and forecast, by industry vertical
7.5. LAMEA
7.5.1. Key market trends
7.5.2. Key growth factors and opportunities
7.5.3. Market size and forecast
7.5.3.1. Market size and forecast, by organization size
7.5.3.2. Market size and forecast, by application
7.5.3.3. Market size and forecast, by industry vertical
7.5.3.5. Market size and forecast, by country
7.5.3.6. Latin America
7.5.3.6.1. Market size and forecast, by organization size
7.5.3.6.2. Market size and forecast, by application
7.5.3.6.3. Market size and forecast, by industry vertical
7.5.3.7. Middle East
7.5.3.7.1. Market size and forecast, by organization size
7.5.3.7.2. Market size and forecast, by application
7.5.3.7.3. Market size and forecast, by industry vertical
7.5.3.8. Africa
7.5.3.8.1. Market size and forecast, by organization size
7.5.3.8.2. Market size and forecast, by application
7.5.3.8.3. Market size and forecast, by industry vertical
CHAPTER 8: COMPANY PROFILES
8.1. Alphabet (Google Inc.)
8.1.1. Company overview
8.1.2. Company snapshot
8.1.3. Operating business segments
8.1.4. Product portfolio
8.1.5. Business performance
8.1.6. Key strategic moves and developments
8.2. DAQRI
8.2.1. Company overview
8.2.2. Company snapshot
8.2.3. Product portfolio
8.2.4. Business performance
8.2.5. Key strategic moves and developments
8.3. Facebook
8.3.1. Company overview
8.3.2. Company snapshot
8.3.3. Operating business segments
8.3.4. Product portfolio
8.3.5. Business performance
8.3.6. Key strategic moves and developments
8.4. HTC
8.4.1. Company overview
8.4.2. Company snapshot
8.4.3. Product portfolio
8.4.4. Key strategic moves and developments
8.5. Magic Leap, Inc.
8.5.1. Company overview
8.5.2. Company snapshot
8.5.3. Operating business segments
8.5.4. Product portfolio
8.5.5. Business performance
8.5.6. Key strategic moves and developments
8.6. Microsoft Corporation
8.6.1. Company overview
8.6.2. Company snapshot
8.6.3. Operating business segments
8.6.4. Product portfolio
8.6.5. Business performance
8.6.6. Key strategic moves and developments
8.7. OSTERHOUT DESIGN GROUP
8.7.1. Company overview
8.7.2. Company snapshot
8.7.3. Operating business segments
8.7.4. Product portfolio
8.7.5. Business performance
8.7.6. Key strategic moves and developments
8.8. Samsung Electronics Co., Ltd.
8.8.1. Company overview
8.8.2. Company snapshot
8.8.3. Operating business segments
8.8.4. Product portfolio
8.8.5. Business performance
8.8.6. Key strategic moves and developments
8.9. Sony
8.9.1. Company overview
8.9.2. Company snapshot
8.9.3. Product portfolio
8.10. Wikitude
8.10.1. Company overview
8.10.2. Company snapshot
8.10.3. Product portfolio
8.10.4. Key strategic moves and development
Read More

LIST OF TABLES & FIGURES

 
TABLE 01. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 02. LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 03. SME AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 04. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY APPLICATION, 20172025($MILLION)
TABLE 05. CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 06. ENTERPRISE AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 07. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 08. GAMING MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 09. ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 10. AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 11. HEALTHCARE SIMULATION SOFWTARE MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 12. EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 13. MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 14. RETAIL AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 15. OTHERSAUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 16. AUGMENTED AND VIRTUAL REALITY MARKET REVENUE, BY REGION, 20172025($MILLION)
TABLE 17. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORRRGANIZATION SIZE, 20172025($MILLION)
TABLE 18. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 19. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 20. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 21. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 22. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 23. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 24. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 25. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 26. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY END USER, 20172025($MILLION)
TABLE 27. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 28. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 29. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 30. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 31. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 32. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 33. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 34. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 35. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 36. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 37. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 38. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 39. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 40. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 41. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 42. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 43. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 44. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 45. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 46. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 47. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 48. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 49. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 50. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 51. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 52. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 53. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 54. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 55. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 56. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 57. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 58. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 59. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 60. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 61. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 62. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 63. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 64. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 65. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 66. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 67. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 68. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 20172025($MILLION)
TABLE 69. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 70. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 71. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 72. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 73. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 74. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 75. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 20172025($MILLION)
TABLE 76. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 20172025($MILLION)
TABLE 77. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 20172025($MILLION)
TABLE 78. ALPHABET (GOOGLE INC.): COMPANY SNAPSHOT
TABLE 79. ALPHABET (GOOGLE INC.): OPERATING SEGMENT
TABLE 80. ALPHABET (GOOGLE INC.): PRODUCT PORTFOLIO
TABLE 81. DAQRI: COMPANY SNAPSHOT
TABLE 82. DAQRI: PRODUCT PORTFOLIO
TABLE 83. FACEBOOK : COMPANY SNAPSHOT
TABLE 84. FACEBOOK : OPERATING SEGMENT
TABLE 85. FACEBOOK : PRODUCT PORTFOLIO
TABLE 86. HTC: COMPANY SNAPSHOT
TABLE 87. HTC: PRODUCT PORTFOLIO
TABLE 88. MAGIC LEAP, INC.: COMPANY SNAPSHOT
TABLE 89. MAGIC LEAP, INC.: OPERATING SEGMENTS
TABLE 90. MAGIC LEAP, INC.: PRODUCT PORTFOLIO
TABLE 91. MICROSOFT CORPORATION : COMPANY SNAPSHOT
TABLE 92. MICROSOFT CORPORATION : PRODUCT CATEGORY
TABLE 93. MICROSOFT CORPORATION : PRODUCT PORTFOLIO
TABLE 94. OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
TABLE 95. OSTERHOUT DESIGN GROUP: OPERATING SEGMENTS
TABLE 96. OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 97. SAMSUNG ELECTRONICS CO., LTD. : COMPANY SNAPSHOT
TABLE 98. SAMSUNG ELECTRONICS CO., LTD. : OPERATING SEGMENTS
TABLE 99. SAMSUNG ELECTRONICS CO., LTD. : PRODUCT PORTFOLIO
TABLE 100. SONY: COMPANY SNAPSHOT
TABLE 101. SONY: PRODUCT PORTFOLIO
TABLE 102. WIKITUDE COMPANY SNAPSHOT
TABLE 103. WIKITUDE: PRODUCT PORTFOLIO LIST OF FIGURES
 
FIGURE 01. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, 20172025
FIGURE 02. AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION, 20172025
FIGURE 03. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: KEY PLAYERS
FIGURE 04. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET SEGMENTATION
FIGURE 05. TOP IMPACTING FACTORS
FIGURE 06. TOP INVESTMENT POCKETS
FIGURE 07. TOP WINNING STRATEGIES, BY YEAR, 20152018*
FIGURE 08. TOP WINNING STRATEGIES, BY DEVELOPMENT, 20152018* (%)
FIGURE 09. TOP WINNING STRATEGIES, BY COMPANY, 20152018*
FIGURE 10. MODERATE BARGAINING POWER OF SUPPLIER
FIGURE 11. HIGH BARGAINING POWER OF BUYER
FIGURE 12. HIGH THREAT OF SUBSTITUTES
FIGURE 13. MODERATE-TO-HIGH THREAT OF NEW ENTRANTS
FIGURE 14. HIGH COMPETITIVE RIVALRY
FIGURE 15. AUGMENTED AND VIRTUAL REALITY MARKET: KEY PLAYER POSITIONING, 2017
FIGURE 16. DRIVERS, RESTRAINTS, AND OPPORTUNITIES
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
 
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF SME AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF ENTERPRISE SIMULATION SOFTWRAE MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF GAMING AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF HEALTHCARE SIMULATION SOFWTARE MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 27. COMPARATIVE SHARE ANALYSIS OF RETAIL AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2017 & 2025(%)
FIGURE 29. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 30. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 31. UK AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 32. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 33. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 34. RUSSIA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 35. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 36. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 37. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 38. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 39. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 40. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 41. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 42. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 43. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, 20172025($MILLION)
FIGURE 44. ALPHABET (GOOGLE INC.): REVENUE, 20182025 ($MILLION)
FIGURE 45. ALPHABET (GOOGLE INC.): REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 46. ALPHABET (GOOGLE INC.): REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 47. DAQRI: REVENUE, 20182025 ($MILLION)
FIGURE 48. DAQRI: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 49. FACEBOOK: REVENUE, 20152017 ($MILLION)
FIGURE 50. FACEBOOK: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 51. FACEBOOK: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 52. MAGIC LEAP, INC.: REVENUE, 20152017 ($MILLION)
FIGURE 53. MAGIC LEAP, INC.: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 54. MAGIC LEAP, INC.: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 55. MICROSOFT CORPORATION : REVENUE, 20152017 ($MILLION)
FIGURE 56. MICROSOFT CORPORATION : REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 57. MICROSOFT CORPORATION : REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 58. OSTERHOUT DESIGN GROUP: REVENUE, 20152017 ($MILLION)
FIGURE 59. OSTERHOUT DESIGN GROUP: REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 60. OSTERHOUT DESIGN GROUP: REVENUE SHARE BY GEOGRAPHY, 2017 (%)
FIGURE 61. SAMSUNG ELECTRONICS CO., LTD. : REVENUE, 20152017 ($MILLION)
FIGURE 62. SAMSUNG ELECTRONICS CO., LTD. : REVENUE SHARE BY SEGMENT, 2017 (%)
FIGURE 63. SAMSUNG ELECTRONICS CO., LTD. : REVENUE SHARE BY GEOGRAPHY, 2017 (%
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