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市場調査レポート

拡張現実 (AR)・仮想現実 (VR) の世界市場 - 2022年までの予測:デバイスの種類 (HMD、HUD、携帯端末など)、コンポーネント、産業分野、地域別

Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022

発行 MarketsandMarkets 商品コード 225102
出版日 ページ情報 英文 259 Pages
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拡張現実 (AR)・仮想現実 (VR) の世界市場 - 2022年までの予測:デバイスの種類 (HMD、HUD、携帯端末など)、コンポーネント、産業分野、地域別 Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022
出版日: 2016年05月24日 ページ情報: 英文 259 Pages
概要

世界の拡張現実 (AR) 市場は、2015年の23億5千万米ドルから、2022年までに1,174億米ドルまで拡大し、2016年〜2022年のCAGR (複合年間成長率) で、75.72%の成長が見込まれています。世界の仮想現実 (VR) 市場は、2015年の13億7千万米ドルから、2022年までに339億米ドルまで拡大し、2016年〜2022年のCAGR (複合年間成長率) で、57.84%の成長が見込まれています。

当レポートでは、世界の拡張現実 (AR)・仮想現実 (VR)市場について調査分析し、市場概要、産業動向、セグメント別の市場分析、競合情勢、主要企業などについて、体系的な情報を提供しています。

第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 重要考察

  • AR市場
  • AR市場:ハードウェアコンポーネント別
  • AR市場:デバイスの種類別
  • AR市場で急成長中のアジア太平洋地域
  • VR市場
  • アジア太平洋地域のVR市場
  • VR市場:先進 vs. 発展途上市場
  • VR市場:消費者 vs. 商用

第5章 市場概要

  • イントロダクション
  • 市場区分
  • 市場力学:AR
    • 促進要因
    • 抑制要因
    • 機会
    • 課題
  • 市場力学:VR
    • 促進要因
    • 抑制要因
    • 機会
    • 課題

第6章 産業動向

  • イントロダクション
  • バリューチェーン分析
  • AR市場の主要動向
  • VR市場の主要動向
  • ファイブフォース分析

第7章 AR・VR市場:技術別

  • イントロダクション
  • AR技術
  • VR技術

第8章 AR・VR市場:デバイスの種類別

  • ARデバイス
  • VRデバイス

第9章 AR・VR市場:コンポーネント別

  • イントロダクション
  • AR・VRコンポーネント

第10章 AR・VR市場:産業分野別

  • イントロダクション
  • AR応用
  • VR応用

第11章 AR・VR市場:地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋地域
  • その他

第12章 競合情勢

  • イントロダクション
  • 市場ランキング
  • 競合シナリオ

第13章 企業プロファイル (概要、製品・サービス、財務、戦略、発展)

  • GOOGLE INC.
  • MICROSOFT CORPORATION
  • VUZIX CORPORATION
  • SAMSUNG ELECTRONICS CO., LTD.
  • QUALCOMM INC.
  • OCULUS VR, LLC
  • EON REALITY, INC.
  • INFINITY AUGMENTED REALITY INC.
  • MAGIC LEAP, INC.
  • BLIPPAR INC.
  • DAQRI LLC
  • OSTERHOUT DESIGN GROUP (ODG)
  • METAIO GMBH
  • META COMPANY
  • CYBERGLOVE SYSTEMS LLC.

第14章 付録

図表

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目次
Product Code: SE 2288

The global augmented reality market was valued at USD 2.35 billion in 2015 and is estimated to reach USD 117.40 billion by 2022, at a CAGR of 75.72% between 2016 and 2022. The market for virtual reality technology was valued at USD 1.37 billion in 2015 and is projected to reach USD 33.90 million by 2022, at a CAGR of 57.84% between 2016 and 2022. The virtual reality technology comprises 3D artificial environment, in which a user can interact with the virtual world. This technology is used in various applications such as gaming, entertainment, and for simulation and training purposes in aerospace & defense, medical, industrial, commercial, and consumer verticals. The estimated growth rate of AR technology is higher than VR technology due to the interest shown by many established players.

Increased adoption of HMDs for gaming, entertainment, and medical among other applications would contribute to the growth of the AR and VR market

The increased use of HMDs in the AR and VR market is due to growing gaming and entertainment sectors. The market for HMDs is growing gradually with their increasing use in the gaming application. Companies such as Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd. (South Korea), and Microsoft Corporation (U.S.) are developing HMD devices that are technologically advanced and cost effective. Apart from HMDs, gesture tracking devices, projectors, and display walls are also used in various VR applications for simulation and training purposes.

Augmented reality-based HMDs are used for various purposes in automotive, tourism, military, gaming and education among others. The huge adoption of mobile augmented reality would help in the dynamic growth of this market. Also, the growing investments by the large tech companies would be a driving factor.

Breakdown of Profiles of Primary Participants:

  • By Company Type: Tier 1 - 35%, Tier 2 - 45%, and Tier 3 - 20%
  • By Designation: C-Level - 35%, Directors - 25%, and Others - 40%
  • By Region: North America - 45%, APAC - 20%, Europe - 30%, and RoW - 5%

The major key players offering various products in the augmented reality and virtual reality market include Google, Inc. (U.S.), Oculus VR LLC (U.S.), Microsoft Corporation (U.S.), Samsung Electronics Co. Ltd. (South Korea), Qualcomm Inc. (U.S.), Infinity Augmented Reality Inc. (Israel), Blippar.Com Limited (U.K.), DAQRI LLC (U.K.), Osterhaut Design Group (U.S.), Magic Leap Inc. (U.S.), and Metaio GmbH (U.S.), Meta Company (U.S.), Vuzix Corporation (U.S.), CyberGlove Systems Inc. (U.S.), and Eon Reality Inc. (U.S.).

Reasons to Buy the Report:

  • This report includes the market statistics pertaining to technology, component, device type, vertical, and geography, along with their respective revenue.
  • The Porter's five forces framework has been utilized along with the value chain analysis to provide an in-depth insight into the augmented reality and virtual reality market.
  • Major drivers, restraints, challenges, and opportunities for the augmented reality and virtual reality market have been detailed in this report.
  • Illustrative segmentation, analysis, and forecast for markets based on technology, component, device type, vertical, and geography have been conducted to give an overall view of the augmented reality and virtual reality market.
  • A detailed competitive landscape includes key players, in-depth analysis, and revenue of key players.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. SCOPE OF THE STUDY
    • 1.3.1. MARKETS COVERED
    • 1.3.2. YEARS CONSIDERED FOR THE STUDY
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. SECONDARY DATA
      • 2.1.1.1. Key data from secondary sources
    • 2.1.2. PRIMARY DATA
      • 2.1.2.1. Key data from primary sources
      • 2.1.2.2. Key industry insights
      • 2.1.2.3. Breakdown of primary interviews
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
    • 2.2.2. TOP-DOWN APPROACH
  • 2.3. DATA TRIANGULATION
  • 2.4. RESEARCH ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. AUGMENTED REALITY MARKET, 2016-2022(USD BILLION)
  • 4.2. AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT
  • 4.3. AUGMENTED REALITY MARKET, BY DEVICE TYPE
  • 4.4. APAC EXPECTED TO EMERGE AS A FAST-GROWING AUGMENTED REALITY MARKET BETWEEN 2016 AND 2022
  • 4.5. VIRTUAL REALITY MARKET, 2016-2022(USD BILLION)
  • 4.6. VIRTUAL REALITY MARKET IN ASIA-PACIFIC
  • 4.7. VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS,

2015. AND 2022(USD MILLION)

  • 4.8. VIRTUAL REALITY MARKET: CONSUMER AND COMMERCIAL VERTICALS(2015)

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. MARKET SEGMENTATION
    • 5.2.1. VIRTUAL REALITY MARKET, BY TECHNOLOGY
    • 5.2.2. AUGMENTED REALITY MARKET, BY COMPONENT
    • 5.2.3. VIRTUAL REALITY MARKET, BY COMPONENT
    • 5.2.4. AUGMENTED REALITY MARKET, BY VERTICAL
    • 5.2.5. VIRTUAL REALITY MARKET, BY VERTICAL
    • 5.2.6. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY
  • 5.3. MARKET DYNAMICS: AUGMENTED REALITY MARKET
    • 5.3.1. DRIVERS
      • 5.3.1.1. Increasing demand for AR-based software applications and hardware devices for 3D visualization in medical sectors
      • 5.3.1.2. Growing interest of large tech companies in augmented reality
      • 5.3.1.3. Increase in the demand for AR from e-commerce and retail sectors
    • 5.3.2. RESTRAINTS
      • 5.3.2.1. Development of AR technology dependent on innovations in computing and digital network systems
      • 5.3.2.2. Limited user interface affecting the navigation performance of augmented reality applications
      • 5.3.2.3. Limited processing power, less storage, and restricted size of storage devices
    • 5.3.3. OPPORTUNITIES
      • 5.3.3.1. Rising investments in the augmented reality market
      • 5.3.3.2. Increasing demand for AR devices and apps in tourism and medical sectors
    • 5.3.4. CHALLENGES
      • 5.3.4.1. Low adoption due to privacy issues and complexities in the design
      • 5.3.4.2. Reconfiguration of AR applications for different platforms
  • 5.4. MARKET DYNAMICS: VIRTUAL REALITY MARKET
    • 5.4.1. DRIVERS
      • 5.4.1.1. Penetration of head-mounted displays(HMDs) in gaming and entertainment sectors
      • 5.4.1.2. Affordable prices of displays and other hardware components in HMDs
    • 5.4.2. RESTRAINTS
      • 5.4.2.1. Display latency and energy consumption affect the overall performance of virtual reality devices
      • 5.4.2.2. Low resolution and related health concerns
    • 5.4.3. OPPORTUNITIES
      • 5.4.3.1. Increasing investment pouring in the virtual reality market
      • 5.4.3.2. Opportunities in medical and healthcare for the penetration of head-mounted displays
      • 5.4.3.3. Opportunities in architecture and design
    • 5.4.4. CHALLENGES
      • 5.4.4.1. Developing user-friendly virtual reality and tracking systems

6. INDUSTRY TRENDS

  • 6.1. INTRODUCTION
  • 6.2. VALUE CHAIN ANALYSIS: AUGMENTED REALITY AND VIRTUAL REALITY
  • 6.3. KEY TRENDS IN THE AUGMENTED REALITY MARKET
  • 6.4. KEY TRENDS IN THE VIRTUAL REALITY MARKET
  • 6.5. PORTER'S FIVE FORCES ANALYSIS
    • 6.5.1. PORTER'S FIVE FORCES ANALYSIS OF THE AUGMENTED REALITY MARKET
      • 6.5.1.1. Bargaining power of suppliers
      • 6.5.1.2. Bargaining power of buyers
      • 6.5.1.3. Threat of new entrants
      • 6.5.1.4. Threat of substitutes
      • 6.5.1.5. Intensity of rivalry
    • 6.5.2. PORTER'S FIVE FORCES ANALYSIS OF VIRTUAL REALITY MARKET
      • 6.5.2.1. Bargaining power of suppliers
      • 6.5.2.2. Bargaining power of buyers
      • 6.5.2.3. Threat of new entrants
      • 6.5.2.4. Threat of substitutes
      • 6.5.2.5. Intensity of rivalry

7. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

  • 7.1. INTRODUCTION
  • 7.2. AUGMENTED REALITY TECHNOLOGY
    • 7.2.1. MARKER-BASED AUGMENTED REALITY
      • 7.2.1.1. Passive Marker
      • 7.2.1.2. Active Marker
    • 7.2.2. MARKERLESS AUGMENTED REALITY
      • 7.2.2.1. Model-based tracking
      • 7.2.2.2. Image processing-based
  • 7.3. VIRTUAL REALITY TECHNOLOGY
    • 7.3.1. NON-IMMERSIVE TECHNOLOGY
    • 7.3.2. SEMI-IMMERSIVE & FULLY-IMMERSIVE TECHNOLOGIES

8. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE

  • 8.1. INTRODUCTION
  • 8.2. AUGMENTED REALITY DEVICES
    • 8.2.1. HEAD-MOUNTED DISPLAYS
    • 8.2.2. HEAD-UP DISPLAY(HUD)
    • 8.2.3. HANDHELD DEVICE
  • 8.3. VIRTUAL REALITY DEVICES
    • 8.3.1. HEAD-MOUNTED DISPLAY(HMD)
    • 8.3.2. GESTURE CONTROL DEVICE
      • 8.3.2.1. Data Gloves
      • 8.3.2.2. Others
    • 8.3.3. PROJECTOR & DISPLAY WALL

9. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT

  • 9.1. INTRODUCTION
  • 9.2. AUGMENTED REALITY AND VIRTUAL REALITY COMPONENT
    • 9.2.1. AUGMENTED REALITY COMPONENT MARKET
    • 9.2.2. VIRTUAL REALITY COMPONENT MARKET
    • 9.2.3. AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE COMPONENT
      • 9.2.3.1. 3D camera
      • 9.2.3.2. Sensors
        • 9.2.3.2.1. Accelerometer
        • 9.2.3.2.2. Gyroscope
        • 9.2.3.2.3. Magnetometer
        • 9.2.3.2.4. Global Positioning Systems
        • 9.2.3.2.5. Proximity Sensor
      • 9.2.3.3. Semiconductor component
        • 9.2.3.3.1. Controller/Processor
        • 9.2.3.3.2. Integrated circuits
      • 9.2.3.4. Displays
    • 9.2.4. AUGMENTED REALITY AND VIRTUAL REALITY SOFTWARE COMPONENT
      • 9.2.4.1. Software development kits
      • 9.2.4.2. Cloud-based services

10. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY VERTICAL

  • 10.1. INTRODUCTION
  • 10.2. AUGMENTED REALITY APPLICATIONS
    • 10.2.1. AEROSPACE AND DEFENSE
    • 10.2.2. CONSUMER
      • 10.2.2.1. Gaming
      • 10.2.2.2. Sports and entertainment
        • 10.2.2.2.1. Entertainment Applications
        • 10.2.2.2.1.1. Museums(Archeology)
        • 10.2.2.2.1.2. Theme parks
        • 10.2.2.2.1.3. Art gallery and exhibitions
        • 10.2.2.2.1.4. Consumer vertical overall review
    • 10.2.3. MEDICAL
      • 10.2.3.1. Medical vertical
        • 10.2.3.1.1. Surgery
        • 10.2.3.1.2. Fitness management
        • 10.2.3.1.3. Pharmacy management
        • 10.2.3.1.4. Medical training
        • 10.2.3.1.5. Medical segment overall review
    • 10.2.4. COMMERCIAL
      • 10.2.4.1. Tourism
      • 10.2.4.2. E-learning
      • 10.2.4.3. E-commerce & marketing applications
        • 10.2.4.3.1. Beauty(Cosmetics)
        • 10.2.4.3.2. Jewel toning
        • 10.2.4.3.3. Apparel fitting
        • 10.2.4.3.4. Furniture and lighting design
        • 10.2.4.3.5. Grocery shopping
        • 10.2.4.3.6. Footwear
        • 10.2.4.3.7. Real estate
        • 10.2.4.3.8. Commercial vertical overall review
    • 10.2.5. OTHERS
      • 10.2.5.1. Automotive
      • 10.2.5.2. Architecture and building design
      • 10.2.5.3. Enterprise solutions
      • 10.2.5.4. Geospatial mining
  • 10.3. VIRTUAL REALITY APPLICATIONS
    • 10.3.1. CONSUMER
      • 10.3.1.1. Gaming
    • 10.3.2. COMMERCIAL
      • 10.3.2.1. Fashion
      • 10.3.2.2. Advertisement
    • 10.3.3. AEROSPACE AND DEFENSE
    • 10.3.4. MEDICAL
    • 10.3.5. INDUSTRIAL
    • 10.3.6. OTHERS

11. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY

  • 11.1. INTRODUCTION
  • 11.2. NORTH AMERICA
    • 11.2.1. U.S.
    • 11.2.2. CANADA
    • 11.2.3. MEXICO
  • 11.3. EUROPE
    • 11.3.1. U.K.
    • 11.3.2. GERMANY
    • 11.3.3. FRANCE
    • 11.3.4. REST OF EUROPE
  • 11.4. ASIA-PACIFIC(APAC)
    • 11.4.1. CHINA
    • 11.4.2. INDIA
    • 11.4.3. SOUTH KOREA
    • 11.4.4. JAPAN
    • 11.4.5. REST OF APAC
  • 11.5. REST OF THE WORLD(ROW)
    • 11.5.1. MIDDLE EAST & AFRICA
    • 11.5.2. LATIN AMERICA

12. COMPETITIVE LANDSCAPE

  • 12.1. INTRODUCTION
  • 12.2. MARKET RANKING FOR AUGMENTED REALITY AND VIRTUAL REALITY MARKET
  • 12.3. COMPETITIVE SCENARIO
    • 12.3.1. NEW PRODUCT DEVELOPMENTS: AUGMENTED REALITY AND VIRTUAL REALITY
    • 12.3.2. AGREEMENTS, COLLABORATIONS, EXPANSIONS & PARTNERSHIPS
    • 12.3.3. MERGERS & ACQUISITIONS
    • 12.3.4. OTHERS

13. COMPANY PROFILE (Overview, Products and Services, Financials, Strategy & Development)*

  • 13.1. GOOGLE INC.
  • 13.2. MICROSOFT CORPORATION
  • 13.3. VUZIX CORPORATION
  • 13.4. SAMSUNG ELECTRONICS CO., LTD.
  • 13.5. QUALCOMM INC.
  • 13.6. OCULUS VR, LLC
  • 13.7. EON REALITY, INC.
  • 13.8. INFINITY AUGMENTED REALITY INC.
  • 13.9. MAGIC LEAP, INC.
  • 13.10. BLIPPAR INC.
  • 13.11. DAQRI LLC
  • 13.12. OSTERHOUT DESIGN GROUP(ODG)
  • 13.13. METAIO GMBH
  • 13.14. META COMPANY
  • 13.15. CYBERGLOVE SYSTEMS LLC.

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

14. APPENDIX

  • 14.1. INSIGHTS FROM INDUSTRY EXPERTS
  • 14.2. DISCUSSION GUIDE
  • 14.3. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 14.4. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 14.5. AVAILABLE CUSTOMIZATION
  • 14.6. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: GROWING DEMAND IN AUTOMOTIVE AND MEDICAL APPLICATIONS IS A MAJOR DRIVER
  • TABLE 2: DEVICES WITH A LIMITED USER INTERFACE LIKELY TO HINDER THE GROWTH OF THE AR MARKET
  • TABLE 3: HIGH GROWTH POTENTIAL FOR AR THROUGH MOBILE DEVICES IN TOURISM AND MEDICAL SECTORS
  • TABLE 4: PRIVACY-RELATED ISSUES AS WELL AS ILL EFFECTS ON HEALTH DUE TO THE USE OF AUGMENTED REALITY-MAJOR CHALLENGES FOR MARKET GROWTH
  • TABLE 5: GROWING DEMAND FOR VIRTUAL REALITY IN GAMING AND ENTERTAINMENT SECTORS
  • TABLE 6: DISPLAY LATENCY IS A MAJOR ISSUE RESTRAINING THE GROWTH OF THE VIRTUAL REALITY MARKET
  • TABLE 7: EMERGING APPLICATIONS OF VIRTUAL REALITY PRODUCTS IN HEALTHCARE
  • TABLE 8: TO IDENTIFY THE LEVEL OF DETAIL NECESSARY FOR A USER TO ACCEPT ILLUSION IS A MAJOR CHALLENGE
  • TABLE 9: KEY TRENDS IN THE AUGMENTED REALITY MARKET
  • TABLE 10: KEY TRENDS IN THE VIRTUAL REALITY MARKET
  • TABLE 11: THREAT OF NEW ENTRANTS LIKELY TO HAVE MAXIMUM IMPACT ON THE OVERALL AUGMENTED REALITY MARKET
  • TABLE 12: INTENSITY OF RIVALRY AND BARGAINING POWER OF BUYERS HAD MAJOR IMPACT ON THE OVERALL VIRTUAL REALITY MARKET
  • TABLE 13: VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2013-2022 (USD MILLION)
  • TABLE 14: SEMI-IMMERSIVE & FULLY-IMMERSIVE VIRTUAL REALITY MARKET SIZE, BY DEVICE, 2013-2022 (USD MILLION)
  • TABLE 15: AUGMENTED REALITY MARKET SIZE, BY DEVICE TYPE, 2013-2022, (USD BILLION)
  • TABLE 16: AUGMENTED REALITY MARKET SIZE FOR HMDS, BY VERTICAL, 2013-2022, (USD BILLION)
  • TABLE 17: AUGMENTED REALITY MARKET SIZE FOR HUDS, BY VERTICAL, 2013-2022, (USD BILLION)
  • TABLE 18: AUGMENTED REALITY MARKET SIZE FOR HANDHELD DEVICES, BY VERTICAL, 2013-2022, (USD BILLION)
  • TABLE 19: VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 20: VIRTUAL REALITY MARKET SIZE FOR HMDS, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 21: VIRTUAL REALITY MARKET SIZE FOR GESTURE CONTROL DEVICES, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 22: VIRTUAL REALITY MARKET SIZE FOR GESTURE CONTROL DEVICES, BY TYPE, 2013-2022 (USD MILLION)
  • TABLE 23: VIRTUAL REALITY MARKET SIZE FOR PROJECTORS & DISPLAY WALLS, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 24: AUGMENTED REALITY MARKET SIZE, BY COMPONENT, 2013-2022 (USD BILLION)
  • TABLE 25: AUGMENTED REALITY MARKET SIZE, BY HARDWARE, 2013-2022, (USD BILLION)
  • TABLE 26: VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2013-2022 (USD BILLION)
  • TABLE 27: VIRTUAL REALITY SOFTWARE MARKET SIZE, BY TECHNOLOGY, 2013-2022 (USD MILLION)
  • TABLE 28: GLOBAL AUGMENTED REALITY MARKET SIZE, BY VERTICAL, 2013-2022 (USD BILLION)
  • TABLE 29: GLOBAL AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL, BY DEVICE TYPE, 2013-2022 (USD BILLION)
  • TABLE 30: GLOBAL AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 31: AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 32: AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 33: AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 34: AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 35: AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY DEVICE TYPE, 2013-2022 (USD BILLION)
  • TABLE 36: AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 37: AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD BILLION)
  • TABLE 38: AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD BILLION)
  • TABLE 39: AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD BILLION)
  • TABLE 40: AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 41: GLOBAL AUGMENTED REALITY MARKET FOR CONSUMER VERTICAL, BY APPLICATION, 2013-2022 (USD BILLION)
  • TABLE 42: AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 43: AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 44: AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 45: AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 46: AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 47: AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN ROW, BY REGION, 2013-2022, (USD MILLION)
  • TABLE 48: AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY DEVICE TYPE, 2013-2022, (USD MILLION)
  • TABLE 49: AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 50: AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 51: AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 52: AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 53: AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 54: AUGMENTED REALITY MARKET FOR COMMERCIAL VERTICAL, BY APPLICATION, 2013-2022 (USD BILLION)
  • TABLE 55: AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS, BY DEVICE TYPE, 2013-2022 (USD BILLION)
  • TABLE 56: AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 57: AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 58: AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN EUROPE, BY COUNTRY, 2013-2022, (USD MILLION)
  • TABLE 59: AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN APAC, BY COUNTRY, 2013-2022, (USD MILLION)
  • TABLE 60: AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 61: GLOBAL AUGMENTED REALITY MARKET FOR OTHER VERTICAL, BY APPLICATION, 2013-2022, (USD MILLION)
  • TABLE 62: VIRTUAL REALITY MARKET SIZE, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 63: VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 64: VIRTUAL REALITY MARKET SIZE FOR CONSUMER SECTOR, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 65: VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 66: VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 67: VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 68: ROW: VIRTUAL REALITY MARKET SIZE FOR CONSUMER SECTOR, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 69: VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY APPLICATION, 2013-2022 (USD MILLION)
  • TABLE 70: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 71: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 72: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 73: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 74: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 75: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 76: VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 77: VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 78: VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 79: VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 80: VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 81: VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 82: VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 83: VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 84: VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 85: VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 86: VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 87: VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 88: VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICLA IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 89: VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 90: VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 91: VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 92: VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 93: VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 94: VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 95: VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS, BY DEVICE TYPE, 2013-2022 (USD MILLION)
  • TABLE 96: VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 97: VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 98: VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 99: VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 100: VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 101: AUGMENTED REALITY MARKET, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 102: VIRTUAL REALITY MARKET, BY REGION, 2013-2022 (USD BILLION)
  • TABLE 103: AUGMENTED REALITY MARKET IN NORTH AMERICA, BY VERTICAL, 2013-2022 (USD BILLION)
  • TABLE 104: VIRTUAL REALITY MARKET IN NORTH AMERICA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 105: AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD BILLION)
  • TABLE 106: VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 107: AUGMENTED REALITY MARKET IN THE U.S., BY VERTICAL, 2013-2022 (USD BILLION)
  • TABLE 108: VIRTUAL REALITY MARKET IN THE U.S., BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 109: AUGMENTED REALITY MARKET IN CANADA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 110: VIRTUAL REALITY MARKET IN CANADA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 111: AUGMENTED REALITY MARKET IN MEXICO, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 112: VIRTUAL REALITY MARKET IN MEXICO, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 113: AUGMENTED REALITY MARKET IN EUROPE, BY VERTICAL, 2013-2022 (USD BILLION)
  • TABLE 114: VIRTUAL REALITY MARKET IN EUROPE, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 115: AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2013-2022 (USD BILLION)
  • TABLE 116: VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 117: AUGMENTED REALITY MARKET IN THE U.K., BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 118: VIRTUAL REALITY MARKET IN THE U.K., BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 119: AUGMENTED REALITY MARKET IN GERMANY, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 120: VIRTUAL REALITY MARKET IN GERMANY, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 121: AUGMENTED REALITY MARKET IN FRANCE, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 122: VIRTUAL REALITY MARKET IN FRANCE, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 123: AUGMENTED REALITY MARKET IN REST OF EUROPE, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 124: VIRTUAL REALITY MARKET IN REST OF EUROPE, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 125: AUGMENTED REALITY MARKET IN APAC, BY VERTICAL, 2013-2022 (USD BILLION)
  • TABLE 126: VIRTUAL REALITY MARKET IN APAC, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 127: AUGMENTED REALITY MARKET IN APAC, BY COUNTRY, 2013-2022 (USD BILLION)
  • TABLE 128: VIRTUAL REALITY MARKET IN APAC, BY COUNTRY, 2013-2022 (USD MILLION)
  • TABLE 129: AUGMENTED REALITY MARKET IN CHINA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 130: VIRTUAL REALITY MARKET IN CHINA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 131: AUGMENTED REALITY MARKET IN INDIA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 132: VIRTUAL REALITY MARKET IN INDIA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 133: AUGMENTED REALITY MARKET IN SOUTH KOREA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 134: VIRTUAL REALITY MARKET IN SOUTH KOREA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 135: AUGMENTED REALITY MARKET IN JAPAN, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 136: VIRTUAL REALITY MARKET IN JAPAN, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 137: AUGMENTED REALITY MARKET IN REST OF APAC, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 138: VIRTUAL REALITY MARKET IN REST OF APAC, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 139: AUGMENTED REALITY MARKET IN ROW, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 140: VIRTUAL REALITY MARKET IN ROW, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 141: AUGMENTED REALITY MARKET IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 142: VIRTUAL REALITY MARKET IN ROW, BY REGION, 2013-2022 (USD MILLION)
  • TABLE 143: AUGMENTED REALITY MARKET IN THE MIDDLE EAST & AFRICA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 144: VIRTUAL REALITY MARKET IN THE MIDDLE EAST & AFRICA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 145: AUGMENTED REALITY MARKET IN LATIN AMERICA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 146: VIRTUAL REALITY MARKET IN LATIN AMERICA, BY VERTICAL, 2013-2022 (USD MILLION)
  • TABLE 147: MARKET RANKING OF TOP 5 PLAYERS IN AUGMENTED REALITY MARKET
  • TABLE 148: MARKET RANKING OF TOP 5 PLAYERS IN VIRTUAL REALITY MARKET
  • TABLE 149: NEW PRODUCT DEVELOPMENTS: AUGMENTED REALITY, 2012-2016
  • TABLE 150: NEW PRODUCT DEVELOPMENTS: VIRTUAL REALITY, 2012-2016
  • TABLE 151: EXPANSIONS AND (AGREEMENT, COLLABORATIONS AND PARTNERSHIP): AUGMENTED REALITY, 2012-2016
  • TABLE 152: EXPANSIONS AND (AGREEMENT, COLLABORATIONS AND PARTNERSHIP): VIRTUAL REALITY, 2012-2016
  • TABLE 153: MERGERS & ACQUISITIONS: AUGMENTED REALITY, 2012-2016
  • TABLE 154: MERGERS & ACQUISITIONS: VIRTUAL REALITY, 2012-2016
  • TABLE 155: OTHERS: AUGMENTED REALITY, 2012-2016
  • TABLE 156: OTHERS: VIRTUAL REALITY, 2012-2016

LIST OF FIGURES

  • FIGURE 1: MARKETS COVERED: AUGMENTED REALITY
  • FIGURE 2: MARKETS COVERED: VIRTUAL REALITY
  • FIGURE 3: AUGMENTED REALITY MARKET: RESEARCH DESIGN
  • FIGURE 4: VIRTUAL REALITY MARKET: RESEARCH DESIGN
  • FIGURE 5: MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 6: MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 7: DATA TRIANGULATION
  • FIGURE 8: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2013-2022 (USD BILLION)
  • FIGURE 9: AUGMENTED REALITY MARKET, BY HARDWARE (2013-2022)
  • FIGURE 10: VIRTUAL REALITY MARKET, BY DEVICE, 2015 VS 2022
  • FIGURE 11: CONSUMER SECTOR EXPECTED TO WITNESS HIGHEST GROWTH IN VIRTUAL REALITY BETWEEN 2016 AND 2022
  • FIGURE 12: COMMERCIAL SECTOR EXPECTED TO WITNESS HIGHEST GROWTH IN AUGMENTED REALITY BETWEEN 2016 AND 2022
  • FIGURE 13: NORTH AMERICA HAD HIGHEST MARKET SHARE FOR VIRTUAL REALITY IN 2015
  • FIGURE 14: NORTH AMERICA HAD HIGHEST MARKET SHARE FOR AUGMENTED REALITY IN 2015
  • FIGURE 15: ATTRACTIVE OPPORTUNITIES FOR AUGMENTED REALITY MARKET
  • FIGURE 16: AUGMENTED REALITY HARDWARE MARKET FOR DISPLAYS EXPECTED TO GROW AT A HIGH RATE BETWEEN 2016 AND 2022
  • FIGURE 17: HANDHELD DISPLAYS EXPECTED TO HAVE LARGEST MARKET IN 2022
  • FIGURE 18: CHINA AND JAPAN TO EMERGE AS FASTEST-GROWING MARKETS (2016-2022)
  • FIGURE 19: ATTRACTIVE OPPORTUNITIES FOR THE VIRTUAL REALITY MARKET (2016-2022)
  • FIGURE 20: CHINA EXPECTED TO ACCOUNT FOR LARGEST SHARE OF MARKET IN APAC, BY 2022
  • FIGURE 21: U.S. EXPECTED TO BE THE LARGEST MARKET, BY 2022
  • FIGURE 22: CONSUMER VERTICAL TO HAVE A PROMISING FUTURE IN APAC BETWEEN 2016 AND 2022
  • FIGURE 23: AUGMENTED REALITY AND VIRTUAL REALITY MARKETS, BY GEOGRAPHY
  • FIGURE 24: DEMAND FOR AR APPLICATIONS IN MEDICAL AND RETAIL SECTORS WOULD DRIVE THE GROWTH OF THE AR MARKET
  • FIGURE 25: AFFORDABLE HARDWARE WITH PENETRATION OF HEAD-MOUNTED DISPLAYS (HMD) IN VARIOUS APPLICATIONS IS A DRIVING FORCE FOR THE GROWTH OF THE VR MARKET
  • FIGURE 26: VALUE CHAIN ANALYSIS OF AUGMENTED REALITY AND VIRTUAL REALITY (2015): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 27: PORTER'S FIVE FORCES ANALYSIS: THREAT OF NEW ENTRANTS TO HAVE THE HIGHEST IMPACT
  • FIGURE 28: AUGMENTED REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 29: BARGAINING POWER OF SUPPLIERS HIGH OWING TO A HIGH NUMBER OF SUPPLIERS IN THE MARKET AND THEIR FINANCIAL POWER
  • FIGURE 30: BARGAINING POWER OF BUYERS WAS MEDIUM BECAUSE OF LOW PRICE SENSITIVITY AND HIGH PRODUCT DIFFERENTIATION
  • FIGURE 31: HIGH IMPACT DUE TO COMPETITIVE MARKET SPACE WITH HIGH CAPITAL REQUIREMENTS
  • FIGURE 32: LOW IMPACT DUE TO LESS NO DIRECT SUBSTITUTES
  • FIGURE 33: INCREASE IN THE NUMBER OF PATENT FILINGS HAVE A HIGH IMPACT ON THE INTENSITY OF RIVALRY
  • FIGURE 34: PORTER'S FIVE FORCES ANALYSIS:BARGAINING POWER OF BUYERS HAD THE HIGHEST IMPACT
  • FIGURE 35: VIRTUAL REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 36: INCREASE IN THE NUMBER OF SUPPLIERS WOULD REDUCE THEIR BARGAINING POWER
  • FIGURE 37: BARGAINING POWER OF BUYERS IS HIGH BECAUSE OF THE INCREASE IN THE NUMBER OF SUPPLIERS IN THE MARKET
  • FIGURE 38: HIGH CAPITAL REQUIREMENT IS A MAJOR CHALLENGE FOR NEW ENTRANTS
  • FIGURE 39: THREAT OF SUBSTITUTES HAS A MEDIUM IMPACT DUE TO HIGH PRICES AND MODERATE AVAILABILITY OF SUBSTITUTES
  • FIGURE 40: INTENSITY OF RIVALRY IS HIGH DUE TO A HIGH NUMBER OF EXISTING PLAYERS
  • FIGURE 41: AUGMENTED REALITY MARKET, BY TECHNOLOGY
  • FIGURE 42: VIRTUAL REALITY MARKET, BY TECHNOLOGY
  • FIGURE 43: MARKET FOR SEMI-IMMERSIVE AND FULLY-IMMERSIVE TECHNOLOGY EXPECTED TO GROW AT A HIGH CAGR BETWEEN 2016 AND 2022
  • FIGURE 44: MARKET FOR HEAD-MOUNTED DISPLAYS EXPECTED TO GROW AT A HIGH RATE BETWEEN 2016 AND 2022
  • FIGURE 45: AUGMENTED REALITY MARKET: SOFTWARE COMPONENT VS. HARDWARE COMPONENT (2016 AND 2022)
  • FIGURE 46: SOFTWARE MARKET IS PROJECTED TO GROW RAPIDLY BETWEEN 2016 AND 2022
  • FIGURE 47: CONSUMER APPLICATION LIKELY TO WITNESS HIGHEST GROWTH BY 2022
  • FIGURE 48: GEOGRAPHIC SNAPSHOT: APAC TO WITNESS THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
  • FIGURE 49: THE U.S. IS ESTIMATED TO LEAD THE AUGMENTED REALITY MARKET BETWEEN 2016 AND 2022
  • FIGURE 50: THE U.S. TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022
  • FIGURE 51: NORTH AMERICAN AUGMENTED REALITY MARKET OVERVIEW, 2015
  • FIGURE 52: NORTH AMERICAN VIRTUAL REALITY MARKET OVERVIEW, 2015
  • FIGURE 53: EUROPEAN AUGMENTED REALITY MARKET OVERVIEW, 2015
  • FIGURE 54: EUROPEAN VIRTUAL REALITY MARKET OVERVIEW, 2015
  • FIGURE 55: APAC AUGMENTED REALITY MARKET OVERVIEW, 2015
  • FIGURE 56: APAC VIRTUAL REALITY MARKET OVERVIEW, 2015
  • FIGURE 57: COMPANIES ADOPTED NEW PRODUCT DEVELOPMENT AS THE KEY GROWTH STRATEGY FROM 2012 TO 2016
  • FIGURE 58: PRODUCT ANALYSIS OF MAJOR COMPANIES IN AUGMENTED REALITY AND VIRTUAL REALITY MARKET
  • FIGURE 59: MARKET EVALUATION FRAMEWORK-NEW PRODUCT DEVELOPMENT FUELED MARKET GROWTH BETWEEN 2012 AND 2016
  • FIGURE 60: BATTLE FOR MARKET SHARE IN AUGMENTED REALITY: NEW PRODUCT DEVELOPMENT WAS THE KEY STRATEGY
  • FIGURE 61: BATTLE FOR MARKET SHARE IN VIRTUAL REALITY MARKET: NEW PRODUCT DEVELOPMENTS AND PARTNERSHIPS & COLLABORATIONS WERE THE KEY STRATEGIES
  • FIGURE 62: GOOGLE INC.: COMPANY SNAPSHOT
  • FIGURE 63: GOOGLE INC.: SWOT ANALYS
  • FIGURE 64: MICROSOFT COPRORATION: COMPANY SNAPSHOT
  • FIGURE 65: MICROSOFT CORPORATION: SWOT ANALYSIS
  • FIGURE 66: VUZIX CORPORATION: COMPANY SNAPSHOT
  • FIGURE 67: VUZIX CORPORATION: SWOT ANALYSIS
  • FIGURE 68: SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT
  • FIGURE 69: SAMSUNG ELECTRONICS CO. LTD.: SWOT ANALYSIS
  • FIGURE 70: QUALCOMM INC.: COMPANY SNAPSHOT
  • FIGURE 71: QUALCOMM INC.: SWOT ANALYSIS
  • FIGURE 72: OCULUS VR, LLC: SWOT ANALYSIS
  • FIGURE 73: EON REALITY, INC.: SWOT ANALYSIS
  • FIGURE 74: INFINITY AUGMENTED REALITY INC.: SWOT ANALYSIS
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