Shopping Cart 0
Cart Subtotal
AED 0

Global Augmented Reality and Virtual Reality Market: by Product Type (Non-immersive Systems, Semi-Immersive Projection System, Fully-Immersive Head Mounted Systems), by Application (Education & Training, Video Games, Media, Tourism, Social Media), and Region - Forecast till 2025

Restricted to one authorized user; Open on 1 PC/ mobile / Tablet only.
Print Option: No
Copy Option: No
Download Option: No
Deliverable Format : PDF viewable on the website via username

Single User License
AED 16332

Multiple Users within the Company/ Enterprise
Print Option: Yes
Copy Option: Yes
Download Option: Yes
Deliverable Format : Excel, PDF viewable on the website via username

Corporate User License
AED 22938

Details

Global Augmented Reality and Virtual Reality Market: by Product Type (Non-immersive Systems, Semi-Immersive Projection System, Fully-Immersive Head Mounted Systems), by Application (Education & Training, Video Games, Media, Tourism, Social Media), and Region-Forecast till 2025

Market analysis

Virtual reality and augmented reality is currently taking the consumer driven world forward. Its mainly concentrates on various commercial sectors, for example, medicinal services and life sciences, gaming, and education. By joining the equipment and programming of parts, the virtual reality copies the surrounding and displays it on a 3D scale. The augmented reality on the other hand, mixes the virtual and the real world by making use of software kit platforms. It uses simple equipment including tablets and smartphones that makes the augmented reality more accessible. The boom in the gaming industry is one of the major factors behind the growth of the Global Augmented Reality and Virtual Reality Market. The global augmented reality and virtual reality market is growing at 73.3% CAGR during the forecast period (2018-2025) and is expected to cross the value of USD 767.67 billion by 2025.

Market segmentation

Based on its product, the global augmented reality and virtual reality market is segmented into semi-immersive projection system, non-immersive systems, and fully-immersive head mounted systems. On the basis of its application, the market is divided into video games, education & training, media, social media and tourism.

Regional analysis

Geographically, the global augmented reality and virtual reality market is divided into global regions like Europe, North America, Asia- Pacific, Middle East, LATAM, and Africa.

Major players

Major players in the augmented reality and virtual reality market include names like DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.), among others.

READ MORE

Table Of Content

Scope

Table of Contents:

1 Executive Summary

2 Scope of the Report

2.1 Market Definition

2.2 Scope of the Study

2.2.1 Research Objectives

2.2.2 Assumption & Limitations

2.3 Market Structure

3 Market Insights

4 Research Methodology

4.1 Research Process

4.2 Secondary Research

4.3 Primary Research

4.4 Forecast Model

5 Market Landscape

5.1 Porters Five Forces Analysis

5.1.1 Threat of new entrants

5.1.2 Bargaining power of suppliers

5.1.3 Bargaining power of buyers

5.1.4 Threat of substitute

5.1.5 Rivalry

5.2 Value Chain/Supply Chain of Augmented Reality and Virtual Reality Market

6 Market Dynamics

6.1 Introduction

6.2 Drivers

6.2.1 Growing Demand for HMD in Gaming and Entertainment

6.2.2 Implementation of VR as part of Marketing Strategy

6.2.3 Growing Demand of AR/VR in Retail and E-Commerce

6.2.4 Drivers Impact Analysis

6.3 Opportunities

6.3.1 Advancement in Fully Immersive Technology

6.3.2 Integrating 5G with AR/VR

6.4 Market Trends

6.4.1 360-Degree VR Video

6.4.2 Increased Availability and Reduced Cost of VR Products

7 Global Augmented Reality and Virtual Reality Market, By Product Type

7.1 Overview

7.1.1 Non-Immersive Systems

7.1.2 Semi-Immersive Projection System

7.1.3 Fully-Immersive Head Mounted Systems

8 Global Augmented Reality and Virtual Reality Market, By Application

8.1 Overview

8.1.1 Education & Training

8.1.2 Video Games

8.1.3 Media

8.1.4 Tourism

8.1.5 Social Media

9 Global Augmented Reality and Virtual Reality Market, By Region

9.1 Introduction

9.2 US

9.3 Europe

9.4 China

9.5 Japan

9.6 South East Asia

9.7 Central & South America

10 Competitive Landscape

10.1 Competitive Landscape

11 Company Profiles

11.1 Google LLC

11.1.1 Company Overview

11.1.2 Financial Overview

11.1.3 Products/Services/Solutions Offerings

11.1.4 SWOT Analysis

11.1.5 Key Strategy

11.2 Blippar.com

11.2.1 Company Overview

11.2.2 Products/Services/Solutions Offerings

11.2.3 Key Development

11.2.4 SWOT Analysis

11.2.5 Key Strategy

11.3 EON Reality Inc.

11.3.1 Company Overview

11.3.2 Products/Services/Solutions Offerings

11.3.3 Key Development

11.3.4 SWOT Analysis

11.3.5 Key Strategy

11.4 Augmented Pixels Inc.

11.4.1 Company Overview

11.4.2 Products/Services/Solutions Offerings

11.4.3 SWOT Analysis

11.4.4 Key Strategy

11.5 HP Inc.

11.5.1 Company Overview

11.5.2 Financial Overview

11.5.3 Products/Services/Solutions Offerings

11.5.4 SWOT Analysis

11.5.5 Key Strategy

11.6 DAQRI LLC

11.6.1 Company Overview

11.6.2 Products/Services/Solutions Offerings

11.6.3 Key Developments

11.6.4 SWOT Analysis

11.6.5 Key Strategy

11.7 Wikitude GmbH

11.7.1 Company Overview

11.7.2 Products/Services/Solutions Offerings

11.7.3 Key Developments

11.7.4 SWOT Analysis

11.7.5 Key Strategy

11.8 Terminal Eleven (SkyView)

11.8.1 Company Overview

11.8.2 Products/Services/Solutions Offerings

11.8.3 SWOT Analysis

11.9 Zapper Limited

11.9.1 Company Overview

11.9.2 Products/Services/Solutions Offerings

11.9.3 SWOT Analysis

11.9.4 Key Strategy

11.1 awe.org Pty Ltd(buildar.com)

11.10.1 Company Overview

11.10.2 Products/Services/Solutions Offerings

11.10.3 SWOT Analysis

11.11 Virtalis Limited

11.11.1 Company Overview

11.11.2 Products/Systems/Solutions Offerings

11.11.3 SWOT Analysis

11.11.4 Key Strategy

11.12 Facebook Inc.

11.12.1 Company Overview

11.12.2 Financial Overview

11.12.3 Solution/Service Offerings

11.12.4 SWOT Analysis

11.12.5 Key Strategy

11.13 Samsung Group

11.13.1 Company Overview

11.13.2 Financial Overview

11.13.3 Products/Services Offered

11.13.4 Key Developments

11.13.5 SWOT Analysis

11.13.6 Key Strategy

11.14 Microsoft Corporation

11.14.1 Company Overview

11.14.2 Financial Overview

11.14.3 Products/Services/Solutions Offered

11.14.4 Key Developments

11.14.5 SWOT Analysis

11.14.6 Key Strategies

11.15 HTC Corporation

11.15.1 Company Overview

11.15.2 Financial Overview

11.15.3 Products/Services/Solutions Offered

11.15.4 Key Developments

11.15.5 SWOT Analysis

11.15.6 Key Strategies

11.16 Sony Corporation

11.16.1 Company Overview

11.16.2 Financial Overview

11.16.3 Products/Services/Solutions Offered

11.16.4 Key Developments

11.16.5 SWOT Analysis

11.16.6 Key Strategies


List Of Figure

List of Figures:

FIGURE 1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET OUTLOOK 2013-2025

FIGURE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET: MARKET STRUCTURE

FIGURE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY REVENUE (USD BILLION) COMPARISON, BY REGIONS (2013 VS 2017 VS 2022 VS 2025)

FIGURE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET GROWTH RATE BY REGION (2014-2025)

FIGURE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET SHARE (2013 VS 2017 VS 2025)

FIGURE 6 TOP DOWN & BOTTOM UP APPROACH

FIGURE 7 PORTERS FIVE FORCES ANALYSIS OF AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 8 VALUE CHAIN: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 9 DRIVERS AND OPPORTUNITY ANALYSIS OF GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 10 DRIVERS IMPACT ANALYSIS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 12 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 13 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2017 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 14 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 15 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 16 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 17 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 18 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 19 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 20 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 21 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 22 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 23 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 24 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 25 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 26 BENCHMARKING OF MAJOR COMPETITORS


List Of Table

List of Tables:

TABLE 1 MARKET SYNOPSIS

TABLE 2 LIST OF ASSUMPTIONS

TABLE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2013-2025 (USD BILLION)

TABLE 6 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 7 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 8 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 9 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 10 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 11 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 12 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 13 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 14 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 15 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 16 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 17 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

Licence Rights

"Single User License: OnIine PDF View Only
Enterprise-user License : Print & download option is available."

Section Purchase

To know more information on Purchase by Section, please send a mail to support@kenresearch.com

INQUIRE FOR COVID-19 IMPACT ANALYSIS

Products and Companies


Companies

DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.)

Company Profile

Company Profile Title

Global Augmented Reality and Virtual Reality Market: by Product Type (Non-immersive Systems, Semi-Immersive Projection System, Fully-Immersive Head Mounted Systems), by Application (Education & Training, Video Games, Media, Tourism, Social Media), and Region-Forecast till 2025

Market analysis

Virtual reality and augmented reality is currently taking the consumer driven world forward. Its mainly concentrates on various commercial sectors, for example, medicinal services and life sciences, gaming, and education. By joining the equipment and programming of parts, the virtual reality copies the surrounding and displays it on a 3D scale. The augmented reality on the other hand, mixes the virtual and the real world by making use of software kit platforms. It uses simple equipment including tablets and smartphones that makes the augmented reality more accessible. The boom in the gaming industry is one of the major factors behind the growth of the Global Augmented Reality and Virtual Reality Market. The global augmented reality and virtual reality market is growing at 73.3% CAGR during the forecast period (2018-2025) and is expected to cross the value of USD 767.67 billion by 2025.

Market segmentation

Based on its product, the global augmented reality and virtual reality market is segmented into semi-immersive projection system, non-immersive systems, and fully-immersive head mounted systems. On the basis of its application, the market is divided into video games, education & training, media, social media and tourism.

Regional analysis

Geographically, the global augmented reality and virtual reality market is divided into global regions like Europe, North America, Asia- Pacific, Middle East, LATAM, and Africa.

Major players

Major players in the augmented reality and virtual reality market include names like DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.), among others.

READ MORE

Scope

Table of Contents:

1 Executive Summary

2 Scope of the Report

2.1 Market Definition

2.2 Scope of the Study

2.2.1 Research Objectives

2.2.2 Assumption & Limitations

2.3 Market Structure

3 Market Insights

4 Research Methodology

4.1 Research Process

4.2 Secondary Research

4.3 Primary Research

4.4 Forecast Model

5 Market Landscape

5.1 Porters Five Forces Analysis

5.1.1 Threat of new entrants

5.1.2 Bargaining power of suppliers

5.1.3 Bargaining power of buyers

5.1.4 Threat of substitute

5.1.5 Rivalry

5.2 Value Chain/Supply Chain of Augmented Reality and Virtual Reality Market

6 Market Dynamics

6.1 Introduction

6.2 Drivers

6.2.1 Growing Demand for HMD in Gaming and Entertainment

6.2.2 Implementation of VR as part of Marketing Strategy

6.2.3 Growing Demand of AR/VR in Retail and E-Commerce

6.2.4 Drivers Impact Analysis

6.3 Opportunities

6.3.1 Advancement in Fully Immersive Technology

6.3.2 Integrating 5G with AR/VR

6.4 Market Trends

6.4.1 360-Degree VR Video

6.4.2 Increased Availability and Reduced Cost of VR Products

7 Global Augmented Reality and Virtual Reality Market, By Product Type

7.1 Overview

7.1.1 Non-Immersive Systems

7.1.2 Semi-Immersive Projection System

7.1.3 Fully-Immersive Head Mounted Systems

8 Global Augmented Reality and Virtual Reality Market, By Application

8.1 Overview

8.1.1 Education & Training

8.1.2 Video Games

8.1.3 Media

8.1.4 Tourism

8.1.5 Social Media

9 Global Augmented Reality and Virtual Reality Market, By Region

9.1 Introduction

9.2 US

9.3 Europe

9.4 China

9.5 Japan

9.6 South East Asia

9.7 Central & South America

10 Competitive Landscape

10.1 Competitive Landscape

11 Company Profiles

11.1 Google LLC

11.1.1 Company Overview

11.1.2 Financial Overview

11.1.3 Products/Services/Solutions Offerings

11.1.4 SWOT Analysis

11.1.5 Key Strategy

11.2 Blippar.com

11.2.1 Company Overview

11.2.2 Products/Services/Solutions Offerings

11.2.3 Key Development

11.2.4 SWOT Analysis

11.2.5 Key Strategy

11.3 EON Reality Inc.

11.3.1 Company Overview

11.3.2 Products/Services/Solutions Offerings

11.3.3 Key Development

11.3.4 SWOT Analysis

11.3.5 Key Strategy

11.4 Augmented Pixels Inc.

11.4.1 Company Overview

11.4.2 Products/Services/Solutions Offerings

11.4.3 SWOT Analysis

11.4.4 Key Strategy

11.5 HP Inc.

11.5.1 Company Overview

11.5.2 Financial Overview

11.5.3 Products/Services/Solutions Offerings

11.5.4 SWOT Analysis

11.5.5 Key Strategy

11.6 DAQRI LLC

11.6.1 Company Overview

11.6.2 Products/Services/Solutions Offerings

11.6.3 Key Developments

11.6.4 SWOT Analysis

11.6.5 Key Strategy

11.7 Wikitude GmbH

11.7.1 Company Overview

11.7.2 Products/Services/Solutions Offerings

11.7.3 Key Developments

11.7.4 SWOT Analysis

11.7.5 Key Strategy

11.8 Terminal Eleven (SkyView)

11.8.1 Company Overview

11.8.2 Products/Services/Solutions Offerings

11.8.3 SWOT Analysis

11.9 Zapper Limited

11.9.1 Company Overview

11.9.2 Products/Services/Solutions Offerings

11.9.3 SWOT Analysis

11.9.4 Key Strategy

11.1 awe.org Pty Ltd(buildar.com)

11.10.1 Company Overview

11.10.2 Products/Services/Solutions Offerings

11.10.3 SWOT Analysis

11.11 Virtalis Limited

11.11.1 Company Overview

11.11.2 Products/Systems/Solutions Offerings

11.11.3 SWOT Analysis

11.11.4 Key Strategy

11.12 Facebook Inc.

11.12.1 Company Overview

11.12.2 Financial Overview

11.12.3 Solution/Service Offerings

11.12.4 SWOT Analysis

11.12.5 Key Strategy

11.13 Samsung Group

11.13.1 Company Overview

11.13.2 Financial Overview

11.13.3 Products/Services Offered

11.13.4 Key Developments

11.13.5 SWOT Analysis

11.13.6 Key Strategy

11.14 Microsoft Corporation

11.14.1 Company Overview

11.14.2 Financial Overview

11.14.3 Products/Services/Solutions Offered

11.14.4 Key Developments

11.14.5 SWOT Analysis

11.14.6 Key Strategies

11.15 HTC Corporation

11.15.1 Company Overview

11.15.2 Financial Overview

11.15.3 Products/Services/Solutions Offered

11.15.4 Key Developments

11.15.5 SWOT Analysis

11.15.6 Key Strategies

11.16 Sony Corporation

11.16.1 Company Overview

11.16.2 Financial Overview

11.16.3 Products/Services/Solutions Offered

11.16.4 Key Developments

11.16.5 SWOT Analysis

11.16.6 Key Strategies


List Of Figure

List of Figures:

FIGURE 1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET OUTLOOK 2013-2025

FIGURE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET: MARKET STRUCTURE

FIGURE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY REVENUE (USD BILLION) COMPARISON, BY REGIONS (2013 VS 2017 VS 2022 VS 2025)

FIGURE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET GROWTH RATE BY REGION (2014-2025)

FIGURE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET SHARE (2013 VS 2017 VS 2025)

FIGURE 6 TOP DOWN & BOTTOM UP APPROACH

FIGURE 7 PORTERS FIVE FORCES ANALYSIS OF AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 8 VALUE CHAIN: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 9 DRIVERS AND OPPORTUNITY ANALYSIS OF GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 10 DRIVERS IMPACT ANALYSIS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET

FIGURE 11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 12 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 13 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2017 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 14 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 15 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 16 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 17 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 18 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 19 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 20 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 21 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 22 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 23 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 24 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 25 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)

FIGURE 26 BENCHMARKING OF MAJOR COMPETITORS


List Of Table

List of Tables:

TABLE 1 MARKET SYNOPSIS

TABLE 2 LIST OF ASSUMPTIONS

TABLE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2013-2025 (USD BILLION)

TABLE 6 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 7 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 8 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 9 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 10 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 11 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 12 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 13 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 14 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 15 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

TABLE 16 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)

TABLE 17 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

"Single User License: OnIine PDF View Only
Enterprise-user License : Print & download option is available."

To know more information on Purchase by Section, please send a mail to support@kenresearch.com

INQUIRE FOR COVID-19 IMPACT ANALYSIS


Companies

DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.)