Global Virtual & Augmented Reality Market, Share, Analysis Report - By Product Type (Software & Applications, Sensors, Semiconductor Components, Display and Projector, Position Tracker, and Camera), By End User (Gaming, Entertainment and Media, Aerospace and Defence, Health Care, Education, Manufacturing ,Retail & E-commerce), By Technology (Marker-based AR, Mark-less AR, Non-Immersive VR, Semi Immersive VR, and Fully Immersive VR), By Region (North America, Europe, Asia Pacific, Latin America, Middle East and Africa)- Global Opportunity Analysis and Industry Forecast, 2021 – 2030

DFS020453  | 
: ICT & Media  | 
Nov-2021  | 
Published  | 
Pages: 0  | 
Tables: NA  | 
Figures: NA
We’ve been tracking the direct impact of COVID-19 on this market, as well as the indirect impact from other industries. The report will incorporate these insights.

Augmented Reality And Virtual Reality market is expected to reach USD 8.5 Billion in 2030 which is growing with CAGR of 12.1% during the forecast period.Virtual reality is a simulated reality in which a user can interact. The experience is very intense through visual, auditory and haptic perceptions. Virtual reality becomes almost indistinguishable from real reality. Rising government and private organizations investment in the VR and AR market technology to reduce the additional cost of actual manufacturing of the project have propelled the market growth. For instance, in 2021, Microsoft has won the contract from the United States Army for USD 21.9 Billion that implement augmented reality headsets across the military over 10 years. Global sales of equipment, software and services dedicated to virtual and augmented reality (VR-AR) should generate USD 18.8 billion in billings worldwide next year (USD 3billion in Western Europe). They would thus know an increase of 78.5% compared to this year.

Market Dynamics and Factors:

The factor predicting the bright future of augmented/virtual reality can also be found in the movement of mobile computing companies. Qualcomm and Apple both borrowed dual camera modules and introduced in-depth sensing functions. It is revealed that through this function, it will be used as a key factor in using augmented reality used in devices such as mobile phones and tablets.

The market is driven by the emergence of virtual reality (VR) showrooms and events, the electrification of car maintenance, and the use of augmented reality (AR) in car repair

On the other hand, Google and Apple are also moving to support augmented reality technology by turning their eyes again to augmented reality technology, and according to the We Forum Organization, it is expected that virtual reality technology will reappear as it aims to install about 900 million modules in software development kits by the end of the year. It is a point that can be seen.

 

Market Segmentation:

Global augmented reality and virtual reality market can be segmented on the basis of product type (Software & Applications, Sensors, Semiconductor Components, Display and Projector, Position Tracker, Camera). On the basis of end user, the market is divided into gaming, entertainment and media, aerospace and defence, health care, education, manufacturing, retail & e-commerce). On the basis of technology, the global Augmented Reality & virtual Reality market is divided into non-immersive technology, semi-immersive, fully immersive technology.

Geographic Analysis:

North America is dominated augmented reality and virtual reality market owing to presence of several leading players, growing adoption and spending on these advanced technologies. For instance, according to UNCTAD report in 2017, the United States had the highest total spending on AR / VR hardware, software and related services at USD 3.2 billion.

Looking at spending by industry, the consumer electronics sector will be the largest in all regions in 2022. The second application in the United States and Western Europe is assembly and process manufacturing. Especially in the United States, the ratio of process manufacturing, government, assembly manufacturing, retail, construction, transportation, etc. is expected to increase in the future. APeJ, on the other hand, has its second use in 2020 for retail and education. The consumer equipment sector is expected to continue to be the largest spending until 2021 have witnessed potential demand for the growth of the augmented reality and virtual reality market.

Competitive Scenario:

The augmented reality and virtual reality market, which is highly competitive, consists of a few major players. In terms of market share, few of the major players currently dominate the market. The key players of global AR and VR Technology market are Alphabet Inc. (U.S.), HP Inc. (Netherlands), Facebook (United States), HTC Corporation (Taiwan), Microsoft (United States), Samsung Electronics Co., Ltd. (South Korea) Sensics, Inc. (Melbourne, Australia) Sixense Enterprises, Inc. (United States), Ultraleap Ltd (United States), and many more.

Virtual & Augmented Reality Market Report Scope

Report Attribute

Details

Market size value in 2020

USD 8.5 Billion

Growth Rate

CAGR of 12.1% from 2021 to 2030

Forecast period

2021 - 2030

Quantitative units

Revenue in USD billion 2020 to 2030 and CAGR from 2021 to 2030

Report coverage

Revenue forecast, Market Share Analysis, Sales Analysis, Competitor Analysis, Growth factors, and trends, Macro-economic indicator analysis, PORTER's Five Forces analysis, Pricing Analysis, PESTEL Analysis, Value Chain Analysis, COVID-19 Impact Analysis

Segments covered

By Product Type (Software & Applications, Sensors, Semiconductor Components, Display and Projector, Position Tracker, and Camera), By End User (Gaming, Entertainment and Media, Aerospace and Defence, Health Care, Education, Manufacturing ,Retail & E-commerce), By Technology (Marker-based AR, Mark-less AR, Non-Immersive VR, Semi Immersive VR, and Fully Immersive VR)

Regional scope

North America; Europe; Asia Pacific; Latin America; MEA

Key Country scope

U.S.; Canada; Mexico; U.K.; Germany; France; Italy; Spain; Japan; China; India; Malaysia; Singapore; South Korea; Brazil; Argentina; South Africa; Saudi Arabia; UAE; Turkey

Key companies profiled

Alphabet Inc. (U.S.), HP Inc. (Netherlands), Facebook (United States), HTC Corporation (Taiwan), Microsoft (United States), Samsung Electronics Co., Ltd. (South Korea) Sensics, Inc. (Melbourne, Australia) Sixense Enterprises, Inc. (United States), Ultraleap Ltd (United States)


1. INTRODUCTION

1.1. REPORT DESCRIPTION

1.2. RESEARCH METHODOLOGY

1.3.1. SECONDARY RESEARCH

1.3.2. DATA ANALYSIS STAGES

1.3.3. MARKET DATA FORECAST

1.3.4. DATA TRIANGULATION AND ESTIMATION

1.3.5. MARKET SNAPSHOT,2020-2030 MILLION USD

2. Virtual & Augmented Reality - EXECUTIVE SUMMARY

2.1 MARKET SNAPSHOT, 2020-2032, MILLION USD

3. MACROECONOMIC INDICATORS, 2020-2032

4. PORTER’S FIVE FORCE MODEL ANALYSIS

4.1. BARGAINING POWER OF SUPPLIERS

4.2. THREAT OF SUBSTITUTES

4.3. BARGAINING POWER OF SUPPLIERS

4.4. THREAT OF NEW ENTRANTS

4.5. DEGREE OF COMPETITION

5. VALUE CHAIN ANALYSIS

6. PRICING ANALYSIS

7. COVID IMPACT ANALYSIS

8. PESTEL ANALYSIS

9. MARKET DYNAMICS

9.1. GROWTH DRIVERS

9.1.1. DRIVER 1

9.1.2. DRIVER 2

9.1.3. DRIVER 3

9.1.4. DRIVER 4

9.2. RESTRAINS

9.2.1. RESTRAIN 1

9.2.2. RESTRAIN 2

9.3. OPPORTUNITIES

9.3.1. OPPORTUNITY 1

9.3.2. OPPORTUNITY 2

9.4. CHALLENGE

9.4.1. CHALLENGE 1

9.4.2. CHALLENGE 2

10. Global Virtual & Augmented Reality Market, By Product

10.1. OVERVIEW

10.2. Software & Applications

10.2.2. Software & Applications Market, By Region

10.2.2.1. North America Software & Applications Market, By Country (USD MILLION)

10.2.2.2. Europe Software & Applications Market, By Country (USD MILLION)

10.2.2.3. APAC Software & Applications Market, By Country (USD MILLION)

10.2.2.4. LAMEA Software & Applications Market, By Country (USD MILLION)

10.3. Sensors

10.3.2. Sensors Market, By Region

10.3.2.1. North America Sensors Market, By Country (USD MILLION)

10.3.2.2. Europe Sensors Market, By Country (USD MILLION)

10.3.2.3. APAC Sensors Market, By Country (USD MILLION)

10.3.2.4. LAMEA Sensors Market, By Country (USD MILLION)

10.4. Semiconductor Components

10.4.2. Semiconductor Components Market, By Region

10.4.2.1. North America Semiconductor Components Market, By Country (USD MILLION)

10.4.2.2. Europe Semiconductor Components Market, By Country (USD MILLION)

10.4.2.3. APAC Semiconductor Components Market, By Country (USD MILLION)

10.4.2.4. LAMEA Semiconductor Components Market, By Country (USD MILLION)

10.5. Display and Projector

10.5.2. Display and Projector Market, By Region

10.5.2.1. North America Display and Projector Market, By Country (USD MILLION)

10.5.2.2. Europe Display and Projector Market, By Country (USD MILLION)

10.5.2.3. APAC Display and Projector Market, By Country (USD MILLION)

10.5.2.4. LAMEA Display and Projector Market, By Country (USD MILLION)

10.6. Position Tracker

10.6.2. Position Tracker Market, By Region

10.6.2.1. North America Position Tracker Market, By Country (USD MILLION)

10.6.2.2. Europe Position Tracker Market, By Country (USD MILLION)

10.6.2.3. APAC Position Tracker Market, By Country (USD MILLION)

10.6.2.4. LAMEA Position Tracker Market, By Country (USD MILLION)

10.7. Camera

10.7.2. Camera Market, By Region

10.7.2.1. North America Camera Market, By Country (USD MILLION)

10.7.2.2. Europe Camera Market, By Country (USD MILLION)

10.7.2.3. APAC Camera Market, By Country (USD MILLION)

10.7.2.4. LAMEA Camera Market, By Country (USD MILLION)

11. Global Virtual & Augmented Reality Market, By Technology

11.1. OVERVIEW

11.2. Augmented Reality (AR)

11.2.1.  GLOBAL Augmented Reality (AR) Market, By Technology

11.2.1.1. Marker-based Augmented Reality Market, By Region

11.2.1.1.1. North America Marker-based Augmented Reality Market, By Country (USD MILLION)

11.2.1.1.2. Europe Marker-based Augmented Reality Market, By Country (USD MILLION)

11.2.1.1.3. APAC Marker-based Augmented Reality Market, By Country (USD MILLION)

11.2.1.1.4. LAMEA Marker-based Augmented Reality Market, By Country (USD MILLION)

11.2.1.1. Markerless Augmented Reality Market, By Region

11.2.1.1.1. North America Markerless Augmented Reality Market, By Country (USD MILLION)

11.2.1.1.2. Europe Markerless Augmented Reality Market, By Country (USD MILLION)

11.2.1.1.3. APAC Markerless Augmented Reality Market, By Country (USD MILLION)

11.2.1.1.4. LAMEA Markerless Augmented Reality Market, By Country (USD MILLION)

11.2.2. Augmented Reality (AR) Market, By Region

11.2.2.1. North America Augmented Reality (AR) Market, By Country (USD MILLION)

11.2.2.2. Europe Augmented Reality (AR) Market, By Country (USD MILLION)

11.2.2.3. APAC Augmented Reality (AR) Market, By Country (USD MILLION)

11.2.2.4. LAMEA Augmented Reality (AR) Market, By Country (USD MILLION)

11.3. Virtual Reality (VR)

11.3.1.  GLOBAL Virtual Reality (VR) Market, By Technology

11.3.1.1. Non-Immersive Technology Market, By Region

11.3.1.1.1. North America Non-Immersive Technology Market, By Country (USD MILLION)

11.3.1.1.2. Europe Non-Immersive Technology Market, By Country (USD MILLION)

11.3.1.1.3. APAC Non-Immersive Technology Market, By Country (USD MILLION)

11.3.1.1.4. LAMEA Non-Immersive Technology Market, By Country (USD MILLION)

11.3.1.1. semi-immersive Market, By Region

11.3.1.1.1. North America semi-immersive Market, By Country (USD MILLION)

11.3.1.1.2. Europe semi-immersive Market, By Country (USD MILLION)

11.3.1.1.3. APAC semi-immersive Market, By Country (USD MILLION)

11.3.1.1.4. LAMEA semi-immersive Market, By Country (USD MILLION)

11.3.1.1. fully immersive technology Market, By Region

11.3.1.1.1. North America fully immersive technology Market, By Country (USD MILLION)

11.3.1.1.2. Europe fully immersive technology Market, By Country (USD MILLION)

11.3.1.1.3. APAC fully immersive technology Market, By Country (USD MILLION)

11.3.1.1.4. LAMEA fully immersive technology Market, By Country (USD MILLION)

11.3.2. Virtual Reality (VR) Market, By Region

11.3.2.1. North America Virtual Reality (VR) Market, By Country (USD MILLION)

11.3.2.2. Europe Virtual Reality (VR) Market, By Country (USD MILLION)

11.3.2.3. APAC Virtual Reality (VR) Market, By Country (USD MILLION)

11.3.2.4. LAMEA Virtual Reality (VR) Market, By Country (USD MILLION)

12. Global Virtual & Augmented Reality Market, By End-User

12.1. OVERVIEW

12.2. Gaming

12.2.2. Gaming Market, By Region

12.2.2.1. North America Gaming Market, By Country (USD MILLION)

12.2.2.2. Europe Gaming Market, By Country (USD MILLION)

12.2.2.3. APAC Gaming Market, By Country (USD MILLION)

12.2.2.4. LAMEA Gaming Market, By Country (USD MILLION)

12.3. Entertainment and Media

12.3.2. Entertainment and Media Market, By Region

12.3.2.1. North America Entertainment and Media Market, By Country (USD MILLION)

12.3.2.2. Europe Entertainment and Media Market, By Country (USD MILLION)

12.3.2.3. APAC Entertainment and Media Market, By Country (USD MILLION)

12.3.2.4. LAMEA Entertainment and Media Market, By Country (USD MILLION)

12.4. Aerospace and Defence

12.4.2. Aerospace and Defence Market, By Region

12.4.2.1. North America Aerospace and Defence Market, By Country (USD MILLION)

12.4.2.2. Europe Aerospace and Defence Market, By Country (USD MILLION)

12.4.2.3. APAC Aerospace and Defence Market, By Country (USD MILLION)

12.4.2.4. LAMEA Aerospace and Defence Market, By Country (USD MILLION)

12.5. Healthcare

12.5.2. Healthcare Market, By Region

12.5.2.1. North America Healthcare Market, By Country (USD MILLION)

12.5.2.2. Europe Healthcare Market, By Country (USD MILLION)

12.5.2.3. APAC Healthcare Market, By Country (USD MILLION)

12.5.2.4. LAMEA Healthcare Market, By Country (USD MILLION)

12.6. Education

12.6.2. Education Market, By Region

12.6.2.1. North America Education Market, By Country (USD MILLION)

12.6.2.2. Europe Education Market, By Country (USD MILLION)

12.6.2.3. APAC Education Market, By Country (USD MILLION)

12.6.2.4. LAMEA Education Market, By Country (USD MILLION)

12.7. Manufacturing

12.7.2. Manufacturing Market, By Region

12.7.2.1. North America Manufacturing Market, By Country (USD MILLION)

12.7.2.2. Europe Manufacturing Market, By Country (USD MILLION)

12.7.2.3. APAC Manufacturing Market, By Country (USD MILLION)

12.7.2.4. LAMEA Manufacturing Market, By Country (USD MILLION)

12.8. Others

12.8.2. Others Market, By Region

12.8.2.1. North America Others Market, By Country (USD MILLION)

12.8.2.2. Europe Others Market, By Country (USD MILLION)

12.8.2.3. APAC Others Market, By Country (USD MILLION)

12.8.2.4. LAMEA Others Market, By Country (USD MILLION)

13.   Global Virtual & Augmented Reality Market, By Region

13.1.  OVERVIEW

13.2.  North America

13.2.1.North America Virtual & Augmented Reality Market, By Product

13.2.2.North America Virtual & Augmented Reality Market, By Technology

13.2.3.North America Virtual & Augmented Reality Market, By End-User

13.2.4. North America Virtual & Augmented Reality Market, By Country

13.2.4.1. U.S.

13.2.4.1.1. U.S. Virtual & Augmented Reality Market, By Product (USD MILLION)

13.2.4.1.2. U.S. Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.2.4.1.3. U.S. Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.2.4.2. Canada

13.2.4.2.1. Canada Virtual & Augmented Reality Market, By Product (USD MILLION)

13.2.4.2.2. Canada Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.2.4.2.3. Canada Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.2.4.3. Mexico

13.2.4.3.1. Mexico Virtual & Augmented Reality Market, By Product (USD MILLION)

13.2.4.3.2. Mexico Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.2.4.3.3. Mexico Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.  Europe

13.3.1.Europe Virtual & Augmented Reality Market, By Product

13.3.2.Europe Virtual & Augmented Reality Market, By Technology

13.3.3.Europe Virtual & Augmented Reality Market, By End-User

13.3.4. Europe Virtual & Augmented Reality Market, By Country

13.3.4.1. Germany

13.3.4.1.1. Germany Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.1.2. Germany Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.1.3. Germany Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.2. France

13.3.4.2.1. France Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.2.2. France Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.2.3. France Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.3. Italy

13.3.4.3.1. Italy Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.3.2. Italy Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.3.3. Italy Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.4. Spain

13.3.4.4.1. Spain Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.4.2. Spain Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.4.3. Spain Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.5. Netherlands

13.3.4.5.1. Netherlands Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.5.2. Netherlands Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.5.3. Netherlands Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.6. BENELUX

13.3.4.6.1. BENELUX Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.6.2. BENELUX Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.6.3. BENELUX Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.7. Turkey

13.3.4.7.1. Turkey Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.7.2. Turkey Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.7.3. Turkey Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.8. Russia

13.3.4.8.1. Russia Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.8.2. Russia Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.8.3. Russia Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.9. Poland

13.3.4.9.1. Poland Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.9.2. Poland Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.9.3. Poland Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.3.4.10. Rest of Europe

13.3.4.10.1. Rest of Europe Virtual & Augmented Reality Market, By Product (USD MILLION)

13.3.4.10.2. Rest of Europe Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.3.4.10.3. Rest of Europe Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.4.  APAC

13.4.1.APAC Virtual & Augmented Reality Market, By Product

13.4.2.APAC Virtual & Augmented Reality Market, By Technology

13.4.3.APAC Virtual & Augmented Reality Market, By End-User

13.4.4. APAC Virtual & Augmented Reality Market, By Country

13.4.4.1. Japan

13.4.4.1.1. Japan Virtual & Augmented Reality Market, By Product (USD MILLION)

13.4.4.1.2. Japan Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.4.4.1.3. Japan Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.4.4.2. Italy

13.4.4.2.1. Italy Virtual & Augmented Reality Market, By Product (USD MILLION)

13.4.4.2.2. Italy Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.4.4.2.3. Italy Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.4.4.3. India

13.4.4.3.1. India Virtual & Augmented Reality Market, By Product (USD MILLION)

13.4.4.3.2. India Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.4.4.3.3. India Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.4.4.4. South Korea

13.4.4.4.1. South Korea Virtual & Augmented Reality Market, By Product (USD MILLION)

13.4.4.4.2. South Korea Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.4.4.4.3. South Korea Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.4.4.5. Rest of APAC

13.4.4.5.1. Rest of APAC Virtual & Augmented Reality Market, By Product (USD MILLION)

13.4.4.5.2. Rest of APAC Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.4.4.5.3. Rest of APAC Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.5.  LAMEA

13.5.1.LAMEA Virtual & Augmented Reality Market, By Product

13.5.2.LAMEA Virtual & Augmented Reality Market, By Technology

13.5.3.LAMEA Virtual & Augmented Reality Market, By End-User

13.5.4. LAMEA Virtual & Augmented Reality Market, By Country

13.5.4.1. Brazil

13.5.4.1.1. Brazil Virtual & Augmented Reality Market, By Product (USD MILLION)

13.5.4.1.2. Brazil Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.5.4.1.3. Brazil Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.5.4.2. Turkey

13.5.4.2.1. Turkey Virtual & Augmented Reality Market, By Product (USD MILLION)

13.5.4.2.2. Turkey Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.5.4.2.3. Turkey Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.5.4.3. Saudi Arabia

13.5.4.3.1. Saudi Arabia Virtual & Augmented Reality Market, By Product (USD MILLION)

13.5.4.3.2. Saudi Arabia Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.5.4.3.3. Saudi Arabia Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.5.4.4. South Africa

13.5.4.4.1. South Africa Virtual & Augmented Reality Market, By Product (USD MILLION)

13.5.4.4.2. South Africa Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.5.4.4.3. South Africa Virtual & Augmented Reality Market, By End-User (USD MILLION)

13.5.4.5. Rest of LAMEA

13.5.4.5.1. Rest of LAMEA Virtual & Augmented Reality Market, By Product (USD MILLION)

13.5.4.5.2. Rest of LAMEA Virtual & Augmented Reality Market, By Technology (USD MILLION)

13.5.4.5.3. Rest of LAMEA Virtual & Augmented Reality Market, By End-User (USD MILLION)

14.  COMPANY PFOFILES

14.1.  Alphabet Inc. (U.S.)

14.1.1.  COMPANY OVERVIEW

14.1.2.  COMPANY SNAPSHOT

14.1.3.  OPERATING BUSINESS SEGMENTS

14.1.4.  PRODUCT PORTFOLIO

14.1.5.  BUSINESS PERFORMANCE

14.1.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.2.  HP Inc. (Netherlands)

14.2.1.  COMPANY OVERVIEW

14.2.2.  COMPANY SNAPSHOT

14.2.3.  OPERATING BUSINESS SEGMENTS

14.2.4.  PRODUCT PORTFOLIO

14.2.5.  BUSINESS PERFORMANCE

14.2.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.3.  Facebook (United States)

14.3.1.  COMPANY OVERVIEW

14.3.2.  COMPANY SNAPSHOT

14.3.3.  OPERATING BUSINESS SEGMENTS

14.3.4.  PRODUCT PORTFOLIO

14.3.5.  BUSINESS PERFORMANCE

14.3.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.4.  HTC Corporation (Taiwan)

14.4.1.  COMPANY OVERVIEW

14.4.2.  COMPANY SNAPSHOT

14.4.3.  OPERATING BUSINESS SEGMENTS

14.4.4.  PRODUCT PORTFOLIO

14.4.5.  BUSINESS PERFORMANCE

14.4.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.5.  Microsoft (United States)

14.5.1.  COMPANY OVERVIEW

14.5.2.  COMPANY SNAPSHOT

14.5.3.  OPERATING BUSINESS SEGMENTS

14.5.4.  PRODUCT PORTFOLIO

14.5.5.  BUSINESS PERFORMANCE

14.5.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.6.  Samsung Electronics Co., Ltd. (South Korea)

14.6.1.  COMPANY OVERVIEW

14.6.2.  COMPANY SNAPSHOT

14.6.3.  OPERATING BUSINESS SEGMENTS

14.6.4.  PRODUCT PORTFOLIO

14.6.5.  BUSINESS PERFORMANCE

14.6.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.7.  Sensics, Inc. (Melbourne, Australia)

14.7.1.  COMPANY OVERVIEW

14.7.2.  COMPANY SNAPSHOT

14.7.3.  OPERATING BUSINESS SEGMENTS

14.7.4.  PRODUCT PORTFOLIO

14.7.5.  BUSINESS PERFORMANCE

14.7.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.8.  Sixense Enterprises, Inc. (United States)

14.8.1.  COMPANY OVERVIEW

14.8.2.  COMPANY SNAPSHOT

14.8.3.  OPERATING BUSINESS SEGMENTS

14.8.4.  PRODUCT PORTFOLIO

14.8.5.  BUSINESS PERFORMANCE

14.8.6.  KEY STRATEGIC MOVES AND DEVELOPMENT

14.9.  Ultraleap Ltd (United States)

14.9.1.  COMPANY OVERVIEW

14.9.2.  COMPANY SNAPSHOT

14.9.3.  OPERATING BUSINESS SEGMENTS

14.9.4.  PRODUCT PORTFOLIO

14.9.5.  BUSINESS PERFORMANCE

14.9.6.  KEY STRATEGIC MOVES AND DEVELOPMENT


KEY MARKET SEGMENTS:

  • Global AR and VR Technology Market – By Product
    • Software & Applications
    • Sensors
    • Semiconductor Components
    • Display and Projector
    • Position Tracker
    • Camera
  • Global AR and VR Technology Market – By Technology
    • Augmented Reality (AR)
      • Marker-based Augmented Reality
      • Markerless Augmented Reality
    • Virtual Reality (VR)
      • Non-Immersive Technology
      • semi-immersive
      • fully immersive technology
  • Global AR and VR Technology Market – By End-User
    • Gaming
    • Entertainment and Media
    • Aerospace and Defence
    • Healthcare
    • Education
    • Manufacturing
    • Others
  • Global AR and VR Technology Market – By Geography
    • North America
      • U.S.
      • Canada
      • Mexico
    • Europe
      • U.K.
      • France
      • Germany
      • Italy
      • Rest of Europe
    • Asia-Pacific
      • Japan
      • China
      • India
      • Australia
      • Rest of Asia Pacific
    • ROW
      • Latin America
      • Middle East

Key Players:

    • Alphabet Inc. (U.S.)
    • HP Inc. (Netherlands)
    • Facebook (United States)
    • HTC Corporation (Taiwan)
    • Microsoft (United States)
    • Samsung Electronics Co., Ltd. (South Korea)
    • Sensics, Inc. (Melbourne, Australia)
    • Sixense Enterprises, Inc. (United States)
    • Ultraleap Ltd (United States)

 
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