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市場調査レポート

拡張現実/仮想現実 (AR/VR) の世界市場:企業規模別 (大企業、中小企業)・用途別 (個人用、企業用)・産業別の市場機会と産業予測

Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2018 - 2025

発行 Allied Market Research 商品コード 676902
出版日 ページ情報 英文 230 Pages
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=111.17円で換算しております。
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拡張現実/仮想現実 (AR/VR) の世界市場:企業規模別 (大企業、中小企業)・用途別 (個人用、企業用)・産業別の市場機会と産業予測 Augmented and Virtual Reality Market by Organization Size (Large Enterprises and Small & Medium Sized Enterprises), Application (Consumer and Enterprise), Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2018 - 2025
出版日: 2018年12月18日 ページ情報: 英文 230 Pages
概要

当レポートでは、世界の拡張現実 (AR) および仮想現実 (VR) の市場について分析し、市場の基本構造や最新情勢、主な促進・抑制要因と市場求心力、市場規模の動向と見通し (今後8年間分)、企業規模別・用途別・産業別・地域別の詳細動向、主要企業のプロファイルなどについて調査しております。

第1章 イントロダクション

第2章 エグゼクティブ・サマリー

第3章 市場概要

  • 市場の定義と範囲
  • 分析概略
    • 主な影響要因
    • 主な投資財源
    • 主な成功戦略
  • ポーターのファイブフォース分析
  • 主要企業のポジショニング
  • 市場のダイナミクス
    • 市場促進要因
    • 市場抑制要因
    • 市場機会

第4章 AR/VR (拡張現実/仮想現実) 市場:企業規模別

  • 概要
  • 大企業向け
  • 中小企業向け
    • 市場の主な動向
    • 成長要因、機会
    • 市場規模とその予測:地域別
    • 市場分析:国別

第5章 AR/VR市場:用途別

  • 概要
  • 個人用
  • 企業用

第6章 AR/VR市場:産業別

  • 概要
  • ゲーム
  • エンタテインメント/メディア
  • 航空宇宙・防衛
  • 医療
  • 教育
  • 製造業
  • 小売業
  • その他

第7章 AR/VR市場:地域別

  • 概要
  • 北米市場 (米国・カナダ)
    • 市場の主な動向
    • 成長要因、機会
    • 市場規模とその予測:企業規模別、用途別、産業別、国別
  • 欧州市場 (英国・フランス・ドイツ・ロシアなど)
  • アジア太平洋地域市場 (中国・インド・日本・韓国など)
  • ラテンアメリカ・中東・アフリカ市場 (LAMEA)

第8章 企業プロファイル

  • Alphabet (Google Inc.)
    • 基本データ
    • 企業概要
    • 事業部門
    • 製品ポートフォリオ
    • 事業戦略
    • 主要戦略の展開状況、市場の主な動向
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • OSTERHOUT DESIGN GROUP
  • Samsung Electronics Co., Ltd.
  • ソニー
  • Wikitude
図表

List of Tables

LIST OF TABLES

  • 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

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 (%)
目次
Product Code: IC_172135

Title:
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 Overview:

  • Augmented and virtual reality solutions are used to offer digital immersive user experience that can be used for entertainment and business applications among various industry verticals. Virtual reality is an extensive term for a multi-sensory computer-generated experience, which enables users to experience and interact with a simulated environment. On the contrary, augmented reality enhances the real world using digitally produced perceptual overlays. The global augmented and virtual reality market is anticipated to witness significant growth during the forecast period, owing to increase in penetration of smart devices and connected solutions.
  • Development of the animation industry, increase in internet connectivity, and growth of the mobile gaming industry act as the key drivers of the global augmented and virtual reality market. In addition, increase in use of consumer electronic devices is expected to fuel the growth of the market. However, lack of effective user experience design and slow adoption of augmented and virtual reality solutions among underdeveloped economies are the major factors that impede the market growth. Conversely, technological advancements and rise in application areas among various industry verticals are expected to provide lucrative opportunities for market expansion.
  • The global augmented and virtual reality market is segmented based on application, organization size, industry vertical, and region. In terms of application, the market is bifurcated into consumer and enterprise. On the basis of organization size, it is fragmented into large enterprises and small & medium sized enterprises. Depending on industry vertical, it is segregated into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
  • The global Augmented and virtual reality market is dominated by key players such as Google Inc., Sony, Magic Leap, Inc., HTC, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.

Key Benefits for Augmented and Virtual Reality 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.

Augmented and Virtual Reality 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 APAC
  • LAMEA
  • Latin America
  • Middle East
  • Africa
  • Key Market Players
  • Alphabet (Google Inc.)
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Osterhout Design Group
  • Samsung Electronics Co., Ltd.
  • Sony
  • Wikitude

Table of Contents

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 developments
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