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Augmented Reality and Virtual Reality Market Are Expected To Offer Promising Growth Opportunities For The Market Players

Press release   •   Oct 09, 2019 07:00 EDT

The "Augmented Reality and Virtual Reality Market" report has been added to Acumen Research and Consulting's offers.

The Augmented Reality and Virtual Reality Market report provides a holistic view of the industry along with the factors that are driving and restraining the growth of the global Augmented Reality and Virtual Reality Market. In addition, the report provides a qualitative and quantitative data that helps in understanding of the historic, current and future industry scenario. The report provides the detailed analysis of the segment and the factors driving the growth of the segment.

The report provides the value chain analysis, Porters Five analysis, and cost structure analysis that gives an industry outlook. It also provides overview of manufacturing plant of the major companies that covers the location of the manufacturing unit, R&D capacity and supplier of the raw materials.

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Scope of the Augmented Reality and Virtual Reality Market Report:

The study provides a decisive view of the Augmented Reality and Virtual Reality Market by segmenting it in terms of form and application. The segment has been analyzed based on the present and future trends. Regional segmentation includes the current and projected demand in North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

Market Segmentation:

Market By Device Type

  • 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

Market 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)

Market 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

Market By Platform

  • Mobile
  • Console
  • PC
  • Others

Market 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
  • Other
    • Automotive
    • Geospatial Mining
    • Enterprise Solutions
    • Architecture and Building Design
  • Virtual Reality Application
    • Commercial
      • Fashion
      • Advertisement
    • Consumer
      • Gaming
    • Aerospace and Defense
    • Medical
    • Industrial
    • Others

Market By Geography

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • Europe
    • Germany
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Rest of Asia-Pacific
  • Rest of the World
    • Middle East and Africa (MEA)
    • Latin America

The global Augmented Reality and Virtual Reality Market report cover the comprehensive mapping of the industry players that are operating in target market along with the player positioning based on their business strengths and product offerings which provides the competitive outlook of the industry.

The major players in the Global Augmented Reality and Virtual Reality Market include:-

Magic Leap, Inc., Oculus VR, EON Reality, Inc., Qualcomm Technologies Inc., Samsung Electronics Co. Ltd., CyberGlove Systems LLC, Vuzix Corporation, Microsoft Corporation, Google Inc., Augmented Pixels Co., Catchoom, Virtalis Ltd., Innovega Inc., Laster Technologies, Facebook Inc., NIVIDIA Corporation and Advanced Micro Devices, Inc. among others.

The report provides the business outlook of the major player with their business overview, product portfolio, revenue by segment and region. It covers a detailed analysis in the key strategies adopted by the players in order to gain a business upfront against other competitors. The report also provides the strategic overview covering the activities of business players such as merger and acquisition, partnerships and agreements that gives an understanding of their current business scenario.

Key Questions Answered in the Report

The report addresses key questions concerning the market evolution and overarching trends shaping global market growth. Some of the key questions answered in the report include-

  • What is the overall structure of the market?
  • What was the historical value and what is the forecasted value of the market?
  • What are the key product level trends in the market?
  • What are the market level trends in the market?
  • Which of the market players are leading and what are their key differential strategies to retain their stronghold?
  • Which are the most lucrative regions in the market space?

TABLE OF CONTENT

1. PROLOGUE

1.1. Introduction

1.1.1. Principal Gains

1.1.2. Market Segmentation

1.2. List of Abbreviations

2. MARKET SYNOPSIS

2.1. Snapshot

2.2. Augmented Reality and Virtual Reality Market by Technology

2.3. Augmented Reality and Virtual Reality Market by Component

2.4. Augmented Reality and Virtual Reality Market by End User

2.5. Augmented Reality and Virtual Reality Market by Geography

3. MARKET DYNAMICS

3.1. Augmented Reality and Virtual Reality Market Analysis, 2014-2024 ($Million)

3.2. Market Dynamics

3.2.1. Market Drivers

3.2.2. Restraints

3.2.3. Growth Opportunities

4. INDUSTRY ANALYSIS

4.1. Porter’s Five Forces Analysis

4.1.1. Bargaining Power of Suppliers

4.1.2. Bargaining Power of Buyers

4.1.3. Threat of Substitute

4.1.4. Threat of New Entrants

4.1.5. Degree of Competition

4.2. Value Chain Analysis

4.3. Market Attractiveness Analysis

5. COMPETITIVE LANDSCAPE

5.1. Player Positioning Analysis, 2016

5.2. Key Strategies Adopted by Leading Players

6. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

6.1. Augmented Reality (AR)

6.1.1. Growth Potential and Key Drivers

6.1.2. Market Size and Forecast, 2014-2024 ($Million)

6.1.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

6.2. Virtual Reality (VR)

6.2.1. Growth Potential and Key Drivers

6.2.2. Market Size and Forecast, 2014-2024 ($Million)

6.2.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

7. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENTS

7.1. Sensors

7.1.1. Growth Potential and Key Drivers

7.1.2. Market Size and Forecast, 2014-2024 ($Million)

7.1.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

7.2. Other Semiconductor Components

7.2.1. Growth Potential and Key Drivers

7.2.2. Market Size and Forecast, 2014-2024 ($Million)

7.2.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END-USERS

8.1. Aerospace & Defense

8.1.1. Growth Potential and Key Drivers

8.1.2. Market Size and Forecast, 2014-2024 ($Million)

8.1.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.2. Industrial

8.2.1. Growth Potential and Key Drivers

8.2.2. Market Size and Forecast, 2014-2024 ($Million)

8.2.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.3. Entertainment

8.3.1. Growth Potential and Key Drivers

8.3.2. Market Size and Forecast, 2014-2024 ($Million)

8.3.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.4. Medical

8.4.1. Growth Potential and Key Drivers

8.4.2. Market Size and Forecast, 2014-2024 ($Million)

8.4.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.5. Education

8.5.1. Growth Potential and Key Drivers

8.5.2. Market Size and Forecast, 2014-2024 ($Million)

8.5.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.6. Retail

8.6.1. Growth Potential and Key Drivers

8.6.2. Market Size and Forecast, 2014-2024 ($Million)

8.6.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.7. Others

8.7.1. Growth Potential and Key Drivers

8.7.2. Market Size and Forecast, 2014-2024 ($Million)

8.7.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

9. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY

9.1. North America

9.1.1. Growth Potential and Key Drivers

9.1.2. Market Size and Forecast, 2014-2024 ($Million)

9.1.3. U.S.

9.1.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.1.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.1.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.1.4. Canada

9.1.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.1.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.1.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.1.5. Mexico

9.1.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.1.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.1.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2. Europe

9.2.1. Growth Potential and Key Drivers

9.2.2. Market Size and Forecast, 2014-2024 ($Million)

9.2.3. UK

9.2.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2.4. France

9.2.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2.5. Germany

9.2.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2.6. Rest of Europe

9.2.6.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.6.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.6.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3. Asia Pacific

9.3.1. Growth Potential and Key Drivers

9.3.2. Market Size and Forecast, 2014-2024 ($Million)

9.3.3. China

9.3.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3.4. India

9.3.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3.5. Japan

9.3.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3.6. Rest of Asia-Pacific

9.3.6.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.6.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.6.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.4. Middle East

9.4.1. Growth Potential and Key Drivers

9.4.2. Market Size and Forecast, 2014-2024 ($Million)

9.4.3. Saudi Arabia

9.4.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.4.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.4.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.4.4. UAE

9.4.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.4.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.4.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.4.5. Rest of Middle East

9.4.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.4.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.4.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.5. Latin America

9.5.1. Growth Potential and Key Drivers

9.5.2. Market Size and Forecast, 2014-2024 ($Million)

9.5.3. Brazil

9.5.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.5.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.5.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.5.4. Argentina

9.5.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.5.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.5.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.5.5. Rest of Latin America

9.5.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.5.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.5.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.6. Africa

9.6.1. Growth Potential and Key Drivers

9.6.2. Market Size and Forecast, 2014-2024 ($Million)

9.6.3. South Africa

9.6.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.6.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.6.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.6.4. Egypt

9.6.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.6.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.6.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.6.5. Rest of Africa

9.6.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.6.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.6.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

10. KEY MARKET PLAYERS

10.1. Innovega, Inc.

10.1.1. Company Snapshot

10.1.2. Overview

10.1.3. Financial Overview

10.1.4. Product Portfolio

10.1.5. Key Developments

10.1.6. Strategies

10.2. Oculus VR LLC

10.2.1. Company Snapshot

10.2.2. Overview

10.2.3. Financial Overview

10.2.4. Product Portfolio

10.2.5. Key Developments

10.2.6. Strategies

10.3. Microsoft Corporation

10.3.1. Company Snapshot

10.3.2. Overview

10.3.3. Financial Overview

10.3.4. Product Portfolio

10.3.5. Key Developments

10.3.6. Strategies

10.4. Vuzix Corporation

10.4.1. Company Snapshot

10.4.2. Overview

10.4.3. Financial Overview

10.4.4. Product Portfolio

10.4.5. Key Developments

10.4.6. Strategies

10.5. Augmented Pixels Co.

10.5.1. Company Snapshot

10.5.2. Overview

10.5.3. Financial Overview

10.5.4. Product Portfolio

10.5.5. Key Developments

10.5.6. Strategies

10.6. Total Immersion

10.6.1. Company Snapshot

10.6.2. Overview

10.6.3. Financial Overview

10.6.4. Product Portfolio

10.6.5. Key Developments

10.6.6. Strategies

10.7. DAQRI LLC

10.7.1. Company Snapshot

10.7.2. Overview

10.7.3. Financial Overview

10.7.4. Product Portfolio

10.7.5. Key Developments

10.7.6. Strategies

10.8. Blipper

10.8.1. Company Snapshot

10.8.2. Overview

10.8.3. Financial Overview

10.8.4. Product Portfolio

10.8.5. Key Developments

10.8.6. Strategies

10.9. EON Reality, Inc.

10.9.1. Company Snapshot

10.9.2. Overview

10.9.3. Financial Overview

10.9.4. Product Portfolio

10.9.5. Key Developments

10.9.6. Strategies

10.10. Google, Inc.

10.10.1. Company Snapshot

10.10.2. Overview

10.10.3. Financial Overview

10.10.4. Product Portfolio

10.10.5. Key Developments

10.10.6. Strategies

11. RESEARCH APPROACH

11.1. Initial Data Search

11.2. Secondary Research

11.3. Primary Research

11.4. Scope and Assumptions

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