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Augmented Reality and Virtual Reality in Sports and Entertainment Market to 2027 - Artoolworks, Blippar, EON Reality, Google, HTC Corporation, Microsoft Corporation, Oculus VR, Samsung Electronics

Press release   •   Oct 04, 2019 20:42 IST

Augmented Reality and Virtual Reality in Sports and Entertainment Market

Smart phones are the must have digital devices today, they have changed the way we communicate, travel, design, run business and many more. In recent years smartphones revolutionized the world and still the ongoing R&Ds to launch advanced features, improved and more customer centric and enterprise level applications holds the market for years to go. AR and VR are the technologies which immerse the user into virtual world and allows to interact with the virtual objects being in real environment. The new interface of communication offered by AR and VR technology will overtake the markets of existing interfaces in the gaming and entertainment activities.

The reports cover key market developments in the Augmented Reality and Virtual Reality in Sports and Entertainment as organic and inorganic growth strategies. Various companies focus on organic growth strategies such as product launches, product approvals and others such as patents and events. The inorganic growth strategy activities observed in the market were acquisitions, partnerships and collaborations. These activities paved the way for an expansion of the businesses and customers of the market players. The market payers of the Augmented Reality and Virtual Reality in Sports and Entertainment are destined for lucrative growth opportunities in the future with the increasing demand for market Augmented Reality and Virtual Reality in Sports and Entertainment in the world market.

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Key Benefits-

  • To provide detailed information regarding the major factors (drivers, restraints, opportunities, challenges, and trends) influencing the growth of the global Augmented Reality and Virtual Reality in Sports and Entertainment Market
  • To forecast the size of the market segments with respect to four major regional segments, namely, North America, Europe, Asia Pacific, and the Rest of the World (Latin America and the Middle East & Africa)

Smartphone and tablets manufacturers are integrating more AR applications to increase the user experience and with growing smartphone market, AR integrations are expected to take a leap in near future which is anticipated to be the major driver for the augmented reality and virtual reality in sports and entertainment market.

Lack of technological understanding and awareness about these products coupled with higher costs associated would pose a challenge to the growth of the augmented reality and virtual reality in sports and entertainment market. Huge investments towards technological advancements in the sports and entertainment sector would provide good opportunities to the players operating in the augmented reality and virtual reality in sports and entertainment market.

Leading Key Players: 

  • Artoolworks, Inc.
  • Blippar
  • EON Reality, Inc.
  • Google, Inc.
  • HTC Corporation
  • Microsoft Corporation
  • Oculus VR
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Zugara, Inc.

The "Global Augmented Reality and Virtual Reality in Sports and Entertainment Market Analysis to 2027" is a specialized and in-depth study of the technology, media and telecommunication industry with a special focus on the global market trend analysis. The report aims to provide an overview of the augmented reality and virtual reality in sports and entertainment market with detailed market segmentation by software type, device and geography.

The global augmented reality and virtual reality in sports and entertainment market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading augmented reality and virtual reality in sports and entertainment market players and offers key trends and opportunities in the market.

The global augmented reality and virtual reality in sports and entertainment market is segmented on the basis of software type and device. Based on software type, the augmented reality and virtual reality in sports and entertainment market is segmented into augmented reality software and virtual reality content creation. The augmented reality and virtual reality in sports and entertainment market on the basis of the device is classified into augmented reality head-mounted device and virtual reality head-mounted device.

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The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global augmented reality and virtual reality in sports and entertainment market based on various segments. It also provides market size and forecast estimates from the year 2018 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America.

Key Elements that the report acknowledges:

  • Market size and growth rate during forecast period.
  • Key factors driving the Augmented Reality and Virtual Reality in Sports and Entertainment Market.
  • Key market trends cracking up the growth of the Augmented Reality and Virtual Reality in Sports and Entertainment Market.
  • Challenges to market growth.
  • Key vendors of Augmented Reality and Virtual Reality in Sports and Entertainment Market.
  • Detailed SWOT analysis.
  • Opportunities and threats faces by the existing vendors in Global Augmented Reality and Virtual Reality in Sports and Entertainment Market.
  • Trending factors influencing the market in the geographical regions.
  • Strategic initiatives focusing the leading vendors.
  • PEST analysis of the market in the five major regions.

 

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