デフォルト表紙
市場調査レポート
商品コード
1300122

AR/VRハードウェアの世界市場の予測(~2030年)

AR VR Hardware Market Research Report Forecast to 2030

出版日: | 発行: Market Research Future | ページ情報: 英文 110 Pages | 納期: 即納可能 即納可能とは

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=154.09円
AR/VRハードウェアの世界市場の予測(~2030年)
出版日: 2023年06月28日
発行: Market Research Future
ページ情報: 英文 110 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のAR/VRハードウェアの市場規模は、予測期間中にCAGRで37.5%の成長が予測されています。

当レポートでは、世界のAR/VRハードウェア市場について調査分析し、市場力学、地域とセグメントの分析、企業プロファイルなどを提供しています。

目次

第1章 エグゼクティブサマリー

第2章 市場のイントロダクション

第3章 調査手法

第4章 市場力学

  • イントロダクション
  • 促進要因
    • 消費者と商業者の関心の高まり
    • シリコン技術の進化
    • 促進要因の影響の分析
  • 抑制要因
    • 携帯電話の処理能力、ストレージ、メモリの制約
  • 機会
    • AR/VRに向けたスマートフォンとタブレットの使用の増加
    • ゲームを超えたVRの利用の増加
  • COVID-19の影響の分析
    • 半導体メーカーに対する影響
    • コンポーネントメーカーに対する影響
    • デバイスメーカーに対する影響
    • サプライチェーンに対するCOVID-19の影響

第5章 市場要因の分析

  • サプライチェーン分析
    • ハードウェア/コンポーネントメーカー
    • テクノロジーインテグレーター
    • エンドユーザー
  • ポーターのファイブフォースモデル

第6章 世界のAR/VRハードウェア市場:ハードウェアタイプ別

  • 概要
    • 世界のAR/VRハードウェア市場:ハードウェアタイプ別(2018年~2030年)
  • センサー
  • プロセッサー
  • コントローラー
  • カメラ
  • ヘッドフォン
  • ディスプレイモニター
  • その他

第7章 世界のAR/VRハードウェア市場:用途別

  • 概要
    • 世界のAR/VRハードウェア市場:用途別(2018年~2030年)
  • ヘッドマウントディスプレイ
  • ヘッドアップディスプレイ
  • ハンドヘルドデバイス

第8章 世界のAR/VRハードウェア市場:業界別

  • 概要
    • 世界のAR/VRハードウェア市場:業界別(2018年~2030年)
  • 航空宇宙・防衛
  • ゲーム・エンターテインメント
  • 教育・訓練
  • 医療
  • 自動車
  • その他

第9章 世界のAR/VRハードウェア市場:地域別

  • 概要
    • 世界のAR/VRハードウェア市場:地域別(2021年・2030年)
    • 世界のAR/VRハードウェア市場:地域別(2018年~2030年)
  • 北米
    • 北米のAR/VRハードウェア市場:国別(2018年~2030年)
    • 北米のAR/VRハードウェア市場:ハードウェアタイプ別(2018年~2030年)
    • 北米のAR/VRハードウェア市場:用途別(2018年~2030年)
    • 北米のAR/VRハードウェア市場:業界別(2018年~2030年)
    • 米国
    • カナダ
  • 欧州
    • 欧州のAR/VRハードウェア市場:国別(2018年~2030年)
    • 欧州のAR/VRハードウェア市場:ハードウェアタイプ別(2018年~2030年)
    • 欧州のAR/VRハードウェア市場:用途別(2018年~2030年)
    • 欧州のAR/VRハードウェア市場:業界別(2018年~2030年)
    • 英国
    • ドイツ
    • フランス
    • イタリア
    • その他の欧州
  • アジア太平洋
    • アジア太平洋のAR/VRハードウェア市場:国別(2018年~2030年)
    • アジア太平洋のAR/VRハードウェア市場:ハードウェアタイプ別(2018年~2030年)
    • アジア太平洋のAR/VRハードウェア市場:用途別(2018年~2030年)
    • アジア太平洋のAR/VRハードウェア市場:業界別(2018年~2030年)
    • 中国
    • 日本
    • インド
    • 韓国
    • その他のアジア太平洋
  • 中東・アフリカ
    • 中東・アフリカのAR/VRハードウェア市場:ハードウェアタイプ別(2018年~2030年)
    • 中東・アフリカのAR/VRハードウェア市場:用途別(2018年~2030年)
    • 中東・アフリカのAR/VRハードウェア市場:業界別(2018年~2030年)
  • ラテンアメリカ
    • ラテンアメリカのAR/VRハードウェア市場:ハードウェアタイプ別(2018年~2030年)
    • ラテンアメリカのAR/VRハードウェア市場:用途別(2018年~2030年)
    • ラテンアメリカのAR/VRハードウェア市場:業界別(2018年~2030年)

第10章 競合情勢

  • 競合ベンチマーキング
  • ベンダーシェア分析
  • 最近の発展
    • パートナーシップ/協定/契約/提携
    • 事業拡大/買収
    • 製品の発売/開発

第11章 企業プロファイル

  • OCULUS VR (META)
  • SAMSUNG ELECTRONICS CO., LTD
  • WORLDVIZ
  • NXP SEMICONDUCTOR N.V
  • BOSCH SENSORTEC GMBH (BOSCH GROUP)
  • INERTIAL LABS
  • SONY CORPORATION
  • VALVE CORPORATION
  • HTC CORPROATION
  • TCL TECHNOLOGY
  • DPVR.
  • VUZIX
  • QUALCOMM TECHNOLOGIES INC.
  • SIEKO EPSON CORPORATION
  • PENUMBRA, INC.
  • ARM LIMITED
  • LEKE VR
  • GOOGLE LLC
図表

LIST OF TABLES

  • TABLE 1 MARKET SYNOPSIS 20
  • TABLE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 40
  • TABLE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 43
  • TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 45
  • TABLE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018-2030 (USD MILLION) 48
  • TABLE 6 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION) 50
  • TABLE 7 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 51
  • TABLE 8 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019-2030 (USD MILLION) 52
  • TABLE 9 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 53
  • TABLE 10 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 54
  • TABLE 11 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 54
  • TABLE 12 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 55
  • TABLE 13 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 55
  • TABLE 14 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 56
  • TABLE 15 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 56
  • TABLE 16 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION) 58
  • TABLE 17 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 59
  • TABLE 18 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019-2030 (USD MILLION) 60
  • TABLE 19 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 61
  • TABLE 20 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 62
  • TABLE 21 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 62
  • TABLE 22 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 63
  • TABLE 23 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 63
  • TABLE 24 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 64
  • TABLE 25 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 64
  • TABLE 26 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 65
  • TABLE 27 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 65
  • TABLE 28 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 66
  • TABLE 29 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 66
  • TABLE 30 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 67
  • TABLE 31 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 67
  • TABLE 32 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 68
  • TABLE 33 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 68
  • TABLE 34 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 69
  • TABLE 35 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030 (USD MILLION) 71
  • TABLE 36 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 72
  • TABLE 37 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019-2030 (USD MILLION) 73
  • TABLE 38 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 74
  • TABLE 39 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 75
  • TABLE 40 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 75
  • TABLE 41 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 76
  • TABLE 42 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 76
  • TABLE 43 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 77
  • TABLE 44 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 77
  • TABLE 45 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 78
  • TABLE 46 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 78
  • TABLE 47 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 79
  • TABLE 48 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 79
  • TABLE 49 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 80
  • TABLE 50 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 80
  • TABLE 51 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 81
  • TABLE 52 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 81
  • TABLE 53 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 82
  • TABLE 54 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 83
  • TABLE 55 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019-2030 (USD MILLION) 84
  • TABLE 56 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 85
  • TABLE 57 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 87
  • TABLE 58 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2019-2030 (USD MILLION) 88
  • TABLE 59 LATIN AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 89
  • TABLE 60 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
  • TABLE 61 BUSINESS EXPANSIONS/ACQUISITIONS 93
  • TABLE 62 PRODUCT LAUNCHES/DEVELOPMENTS 93
  • TABLE 63 OCULUS VR (META): PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
  • TABLE 64 OCULUS VR (META): KEY DEVELOPMENTS 97
  • TABLE 65 SAMSUNG ELECTRONICS CO., LTD: PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
  • TABLE 66 SAMSUNG ELECTRONICS CO., LTD: KEY DEVELOPMENTS 100
  • TABLE 67 WORLDVIZ: PRODUCTS/SOLUTIONS/SERVICES OFFERED 101
  • TABLE 68 NXP SEMICONDUCTORS N.V: PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
  • TABLE 69 NXP SEMICONDUCTORS N.V: KEY DEVELOPMENTS 104
  • TABLE 70 BOSCH SENSORTEC GMBH (BOSCH GROUP): PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
  • TABLE 71 BOSCH SENSORTEC GMBH (BOSCH GROUP): KEY DEVELOPMENTS 107
  • TABLE 72 INERTIAL LABS: PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
  • TABLE 73 INERTIAL LABS: KEY DEVELOPMENTS 109
  • TABLE 74 SONY CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
  • TABLE 75 SONY CORPORATION: KEY DEVELOPMENTS 112
  • TABLE 76 VALVE CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 114
  • TABLE 77 VALVE CORPORATION: KEY DEVELOPMENTS 114
  • TABLE 78 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
  • TABLE 79 HTC CORPORATION: KEY DEVELOPMENTS 116
  • TABLE 80 TCL TECHNOLOGY: PRODUCTS/SOLUTIONS/SERVICES OFFERED 119
  • TABLE 81 TCL TECHNOLOGY: KEY DEVELOPMENTS 120
  • TABLE 82 DPVR.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 121
  • TABLE 83 VUZIX: PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
  • TABLE 84 VUZIX: KEY DEVELOPMENTS 124
  • TABLE 85 QUALCOM TECHNOLOGIES INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 126
  • TABLE 86 QUALCOM TECHNOLOGIES INC.: KEY DEVELOPMENTS 127
  • TABLE 87 SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
  • TABLE 88 SEIKO EPSON CORPORATION: KEY DEVELOPMENTS 129
  • TABLE 89 PENUMBRA, INC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 132
  • TABLE 90 PENUMBRA, INC: KEY DEVELOPMENTS 132
  • TABLE 91 ARM LIMITED: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
  • TABLE 92 LEKE VR: PRODUCTS/SOLUTIONS/SERVICES OFFERED 135
  • TABLE 93 GOOGLE LLC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
  • TABLE 94 GOOGLE LLC: KEY DEVELOPMENTS 138

LIST OF FIGURES

  • FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 20
  • FIGURE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET: MARKET STRUCTURE 22
  • FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES 27
  • FIGURE 4 MARKET DYNAMICS: ANALYSIS OF THE GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 30
  • FIGURE 5 DRIVERS IMPACT ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 32
  • FIGURE 6 RESTRAINTS IMPACT ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 33
  • FIGURE 7 SUPPLY CHAIN ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 36
  • FIGURE 8 PORTER'S FIVE FORCES ANALYSIS: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET 37
  • FIGURE 9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 (% SHARE) 39
  • FIGURE 10 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2021 VS 2030 (USD MILLION) 39
  • FIGURE 11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2021 (% SHARE) 42
  • FIGURE 12 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2021 VS 2030 (USD MILLION) 42
  • FIGURE 13 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2021 (% SHARE) 44
  • FIGURE 14 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2021 VS 2030 (USD MILLION) 44
  • FIGURE 15 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 (% SHARE) 47
  • FIGURE 16 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030 (USD MILLION) 48
  • FIGURE 17 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 49
  • FIGURE 18 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 50
  • FIGURE 19 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 51
  • FIGURE 20 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 52
  • FIGURE 21 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 53
  • FIGURE 22 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 57
  • FIGURE 23 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 58
  • FIGURE 24 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 59
  • FIGURE 25 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 60
  • FIGURE 26 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 61
  • FIGURE 27 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 (% SHARE) 70
  • FIGURE 28 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2021 VS 2030 (USD MILLION) 71
  • FIGURE 29 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 72
  • FIGURE 30 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 73
  • FIGURE 31 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 74
  • FIGURE 32 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 83
  • FIGURE 33 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 84
  • FIGURE 34 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 85
  • FIGURE 35 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030 (USD MILLION) 87
  • FIGURE 36 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030 (USD MILLION) 88
  • FIGURE 37 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 89
  • FIGURE 38 GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING 91
  • FIGURE 39 VENDOR SHARE ANALYSIS, 2021 (%) 92
  • FIGURE 40 OCULUS VR (META): FINANCIAL OVERVIEW SNAPSHOT 96
  • FIGURE 41 OCULUS VR (META): SWOT ANALYSIS 97
  • FIGURE 42 SAMSUNG ELECTRONICS CO., LTD: FINANCIAL OVERVIEW SNAPSHOT 99
  • FIGURE 43 SAMSUNG ELECTRONICS CO., LTD: SWOT ANALYSIS 100
  • FIGURE 44 NXP SEMICONDUCTORS N.V: FINANCIAL OVERVIEW SNAPSHOT 103
  • FIGURE 45 NXP SEMICONDUCTORS N.V: SWOT ANALYSIS 104
  • FIGURE 46 BOSCH SENSORTEC GMBH (BOSCH GROUP): FINANCIAL OVERVIEW SNAPSHOT 106
  • FIGURE 47 BOSCH SENSORTEC GMBH (BOSCH GROUP): SWOT ANALYSIS 107
  • FIGURE 48 SONY CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 111
  • FIGURE 49 SONY CORPORATION: SWOT ANALYSIS 112
  • FIGURE 50 HTC CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 115
  • FIGURE 51 HTC CORPORATION: SWOT ANALYSIS 117
  • FIGURE 52 TCL TECHNOLOGY: FINANCIAL OVERVIEW SNAPSHOT 119
  • FIGURE 53 TCL TECHNOLOGY: SWOT ANALYSIS 120
  • FIGURE 54 VUZIX: FINANCIAL OVERVIEW SNAPSHOT 123
  • FIGURE 55 VUZIX: SWOT ANALYSIS 124
  • FIGURE 56 QUALCOM TECHNOLOGIES INC.: FINANCIAL OVERVIEW SNAPSHOT 126
  • FIGURE 57 QUALCOM TECHNOLOGIES INC.: SWOT ANALYSIS 127
  • FIGURE 58 SEIKO EPSON CORPORATION: FINANCIAL OVERVIEW SNAPSHOT 128
  • FIGURE 59 SEIKO EPSON CORPORATION: SWOT ANALYSIS 129
  • FIGURE 60 PENUMBRA, INC: FINANCIAL OVERVIEW SNAPSHOT 131
  • FIGURE 61 PENUMBRA, INC: SWOT ANALYSIS 132
  • FIGURE 62 GOOGLE LLC: FINANCIAL OVERVIEW SNAPSHOT 137
  • FIGURE 63 GOOGLE LLC: SWOT ANALYSIS 138
目次
Product Code: MRFR/ICT/9481-CR

AR/VR Hardware Market Research Report Forecast to 2030

Market Overview

AR/VR Hardware Market is projected to register a CAGR of 37.5% during the forecast period. Appeal for AR and VR hardware in enterprises like gaming, amusement and media, aviation and military, retail, and assembling and demand AR/VR Hardware from basic ventures are a portion of the elements driving the development of the AR/VR Hardware market.

The Coronavirus pandemic, environment variations, common distress, and exhaustion of regular assets influence the expense and supply of natural substances. Today, the electronic part has turned into a significant part of shopper hardware. However electronic parts have a significant share in AR and VR hardware, and there has been a rising utilization of other electrical parts and semiconductors in head-mounted shows. Basic parts expected for assembling AR and VR gadgets, like sensors and resistors, were in deficiency because of assembling centers' conclusion and creation delays. What's more, the exchange limitation across the globe has made variance in unrefined substance costs, and assembling organizations were worried about rising unrefined substance costs which further declined the development of parts. Worldwide part fabricating tasks stopped, and organizations were struck by dialing back consumptions and declining industrial creation. This multitude of spurred an awkwardness of interest and supply for parts in the market.

Market Segmentation

The AR/VR Hardware Market is divided into Sensors, Processors, Controllers, Cameras, Headphones, Display Monitors, and Others based on hardware type. The AR/VR Hardware Market is divided into Head Mounted Displays, Head Up Displays, and Handheld Devices based on Application. The AR/VR Hardware Market is divided into Aerospace & Defence, Gaming & Entertainment, Education & Training, Healthcare, Automotive, and Others based on Industry Vertical. In 2021, the Gaming & Entertainment sector accounted for the largest market share by solution, and it is anticipated that it would continue to hold sway in the coming years.

Regional Insights

Asia Pacific ruled the AR/VR Hardware Market with a share of 40.9% of the complete market in2018. Developing spending on augmented reality and virtual reality (AR/VR) advancements combined with ascend in entrance of the remote first technique among ventures, enterprises, and public area associations drives the AR/VR market in the Asia-Pacific region. Sellers will progress VR headsets, AR for smart glasses and telephones, and upset augmented sound advances, giving the shopper market superb development possibilities.

The North American market for augmented reality and virtual reality hardware is partitioned into nations in particular US and Canada. Developing improvement in AR and VR advances combined with large number of AR and VR advances players in North America is normal o garner high CAGR during the gauge time frame.

Major Players

Key Companies in the AR/VR Hardware market include Oculus VR (Meta), Google LLC, HTC Corporation, Samsung Electronics, Sony Corporation, Worldviz, NXP Semiconductor N.V, Bosch Sensortec GMBH (Bosch Group), Inertial Labs, Valve Corporation, TCL Technology, DPVR. Vuzix, Qualcomm Technologies Inc., Sieko Epson Corporation, Penumbra, Inc., Arm Limited, and Leke VR, among others.

TABLE OF CONTENTS

TABLE OF CONTENTS

1 EXECUTIVE SUMMARY 19

  • 1.1 MARKET ATTRACTIVENESS ANALYSIS 20

2 MARKET INTRODUCTION 21

  • 2.1 DEFINITION 21
  • 2.2 SCOPE OF THE STUDY 21
  • 2.3 RESEARCH OBJECTIVE 21
  • 2.4 MARKET STRUCTURE 22

3 RESEARCH METHODOLOGY 23

4 MARKET DYNAMICS 30

  • 4.1 INTRODUCTION 30
  • 4.2 DRIVERS 31
    • 4.2.1 CONSUMER AND COMMERCIAL RISING INTEREST 31
    • 4.2.2 EVOLUTION OF SILICON TECHNOLOGIES 31
    • 4.2.3 DRIVERS IMPACT ANALYSIS 32
  • 4.3 RESTRAINTS 32
    • 4.3.1 LIMITED PROCESSING POWER, STORAGE AND MEMORY IN MOBILE PHONES 32
  • 4.4 OPPORTUNITIES 33
    • 4.4.1 GROWING USE OF SMARTPHONES AND TABLETS FOR AR& VR 33
    • 4.4.2 RISING USAGE OF VR BEYOND GAMING 33
  • 4.5 IMPACT ANALYSIS OF COVID-19 34
    • 4.5.1 IMPACT ON SEMICONDUCTOR MANUFACTURERS 34
    • 4.5.2 IMPACT ON COMPONENTMANUFACTURERS 34
    • 4.5.3 IMPACT ON DEVICE MANUFACTURERS 35
    • 4.5.4 COVID-19 IMPACT ON SUPPLY CHAIN 35

5 MARKET FACTOR ANALYSIS 36

  • 5.1 SUPPLY CHAIN ANALYSIS 36
    • 5.1.1 HARDWARE/COMPONENTS MANUFACTURERS 36
    • 5.1.2 TECHNOLOGY INTEGRATORS 36
    • 5.1.3 END-USERS 37
  • 5.2 PORTER'S FIVE FORCES MODEL 37
    • 5.2.1 THREAT OF NEW ENTRANTS 38
    • 5.2.2 BARGAINING POWER OF SUPPLIERS 38
    • 5.2.3 THREAT OF SUBSTITUTES 38
    • 5.2.4 BARGAINING POWER OF BUYERS 38
    • 5.2.5 INTENSITY OF RIVALRY 38

6 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY HARDWARE TYPE 39

  • 6.1 OVERVIEW 39
    • 6.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 40

  • 6.2 SENSORS 40
  • 6.3 PROCESSORS 40
  • 6.4 CONTROLLERS 40
  • 6.5 CAMERAS 40
  • 6.6 HEADPHONES 41
  • 6.7 DISPLAY MONITORS 41
  • 6.8 OTHERS 41

7 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION 42

  • 7.1 OVERVIEW 42
    • 7.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 43

  • 7.2 HEAD MOUNTED DISPLAY 43
  • 7.3 HEAD UP DISPLAY 43
  • 7.4 HANDHELD DEVICES 43

8 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY INDUSTRY VERTICAL 44

  • 8.1 OVERVIEW 44
    • 8.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 45

  • 8.2 AEROSPACE & DEFENSE 45
  • 8.3 GAMING & ENTERTAINMENT 45
  • 8.4 EDUCATION & TRAINING 46
  • 8.5 HEALTHCARE 46
  • 8.6 AUTOMOTIVE 46
  • 8.7 OTHERS 46

9 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY REGION 47

  • 9.1 OVERVIEW 47
    • 9.1.1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2021 VS 2030

(USD MILLION) 48

    • 9.1.2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY REGION, 2018-2030

(USD MILLION) 48

  • 9.2 NORTH AMERICA 49
    • 9.2.1 NORTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,

2018-2030 (USD MILLION) 50

    • 9.2.2 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 51

    • 9.2.3 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 52

    • 9.2.4 NORTH AMERICA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 53

    • 9.2.5 US 54
      • 9.2.5.1 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 54

      • 9.2.5.2 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 54

      • 9.2.5.3 US AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 55

    • 9.2.6 CANADA 55
      • 9.2.6.1 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 55

      • 9.2.6.2 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 56

      • 9.2.6.3 CANADA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 56

  • 9.3 EUROPE 57
    • 9.3.1 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY, 2018-2030

(USD MILLION) 58

    • 9.3.2 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 59

    • 9.3.3 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 60

    • 9.3.4 EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 61

    • 9.3.5 UK 62
      • 9.3.5.1 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE, 2018-2030

(USD MILLION) 62

      • 9.3.5.2 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 62

      • 9.3.5.3 UK AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 63

    • 9.3.6 GERMANY 63
      • 9.3.6.1 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 63

      • 9.3.6.2 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 64

      • 9.3.6.3 GERMANY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 64

    • 9.3.7 FRANCE 65
      • 9.3.7.1 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 65

      • 9.3.7.2 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 65

      • 9.3.7.3 FRANCE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 66

    • 9.3.8 ITALY 66
      • 9.3.8.1 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 66

      • 9.3.8.2 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 67

      • 9.3.8.3 ITALY AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 67

    • 9.3.9 REST OF EUROPE 68
      • 9.3.9.1 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE

TYPE, 2018-2030 (USD MILLION) 68

      • 9.3.9.2 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION, 2018-2030 (USD MILLION) 68

      • 9.3.9.3 REST OF EUROPE AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 69

  • 9.4 ASIA-PACIFIC 70
    • 9.4.1 ASIA-PACIFIC: AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY COUNTRY,

2018-2030 (USD MILLION) 71

    • 9.4.2 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 72

    • 9.4.3 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 73

    • 9.4.4 ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 74

    • 9.4.5 CHINA 75
      • 9.4.5.1 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 75

      • 9.4.5.2 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 75

      • 9.4.5.3 CHINA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 76

    • 9.4.6 JAPAN 76
      • 9.4.6.1 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 76

      • 9.4.6.2 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 77

      • 9.4.6.3 JAPAN AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 77

    • 9.4.7 INDIA 78
      • 9.4.7.1 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE TYPE,

2018-2030 (USD MILLION) 78

      • 9.4.7.2 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION, 2018-2030

(USD MILLION) 78

      • 9.4.7.3 INDIA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY VERTICAL,

2018-2030 (USD MILLION) 79

    • 9.4.8 SOUTH KOREA 79
      • 9.4.8.1 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE

TYPE, 2018-2030 (USD MILLION) 79

      • 9.4.8.2 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 80

      • 9.4.8.3 SOUTH KOREA AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 80

    • 9.4.9 REST OF ASIA-PACIFIC 81
      • 9.4.9.1 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY HARDWARE TYPE, 2018-2030 (USD MILLION) 81

      • 9.4.9.2 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION, 2018-2030 (USD MILLION) 81

      • 9.4.9.3 REST OF ASIA-PACIFIC AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 82

  • 9.5 MIDDLE EAST & AFRICA 82
    • 9.5.1 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY HARDWARE TYPE, 2018-2030 (USD MILLION) 83

    • 9.5.2 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY APPLICATION, 2018-2030 (USD MILLION) 84

    • 9.5.3 MIDDLE EAST & AFRICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET,

BY INDUSTRY VERTICAL, 2018-2030 (USD MILLION) 85

  • 9.6 LATIN AMERICA 86
    • 9.6.1 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY HARDWARE

TYPE, 2018-2030 (USD MILLION) 87

    • 9.6.2 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY APPLICATION,

2018-2030 (USD MILLION) 88

    • 9.6.3 LATIN AMERICAAUGMENTED REALITY AND VIRTUAL REALITY HARDWARE MARKET, BY INDUSTRY

VERTICAL, 2018-2030 (USD MILLION) 89

10 COMPETITIVE LANDSCAPE 90

  • 10.1 COMPETITIVE BENCHMARKING 91
  • 10.2 VENDOR SHARE ANALYSIS 92
  • 10.3 RECENT DEVELOPMENTS 92
    • 10.3.1 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS 92
    • 10.3.2 BUSINESS EXPANSIONS/ACQUISITIONS 93
    • 10.3.3 PRODUCT LAUNCHES/DEVELOPMENTS 93

11 COMPANY PROFILES 95

  • 11.1 OCULUS VR (META) 95
    • 11.1.1 COMPANY OVERVIEW 95
    • 11.1.2 FINANCIAL OVERVIEW 96
    • 11.1.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 96
    • 11.1.4 KEY DEVELOPMENTS 97
    • 11.1.5 SWOT ANALYSIS 97
    • 11.1.6 KEY STRATEGIES 97
  • 11.2 SAMSUNG ELECTRONICS CO., LTD 98
    • 11.2.1 COMPANY OVERVIEW 98
    • 11.2.2 FINANCIAL OVERVIEW 99
    • 11.2.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 99
    • 11.2.4 KEY DEVELOPMENTS 100
    • 11.2.5 SWOT ANALYSIS 100
    • 11.2.6 KEY STRATEGIES 100
  • 11.3 WORLDVIZ 101
    • 11.3.1 COMPANY OVERVIEW 101
    • 11.3.2 FINANCIAL OVERVIEW 101
    • 11.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 101
    • 11.3.4 KEY DEVELOPMENTS 101
  • 11.4 NXP SEMICONDUCTOR N.V 102
    • 11.4.1 COMPANY OVERVIEW 102
    • 11.4.2 FINANCIAL OVERVIEW 103
    • 11.4.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 103
    • 11.4.4 KEY DEVELOPMENTS 104
    • 11.4.5 SWOT ANALYSIS 104
    • 11.4.6 KEY STRATEGIES 104
  • 11.5 BOSCH SENSORTEC GMBH (BOSCH GROUP) 105
    • 11.5.1 COMPANY OVERVIEW 105
    • 11.5.2 FINANCIAL OVERVIEW 106
    • 11.5.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 106
    • 11.5.4 KEY DEVELOPMENTS 107
    • 11.5.5 SWOT ANALYSIS 107
    • 11.5.6 KEY STRATEGIES 108
  • 11.6 INERTIAL LABS 109
    • 11.6.1 COMPANY OVERVIEW 109
    • 11.6.2 FINANCIAL OVERVIEW 109
    • 11.6.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 109
    • 11.6.4 KEY DEVELOPMENTS 109
  • 11.7 SONY CORPORATION 110
    • 11.7.1 COMPANY OVERVIEW 110
    • 11.7.2 FINANCIAL OVERVIEW 111
    • 11.7.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 112
    • 11.7.4 KEY DEVELOPMENTS 112
    • 11.7.5 SWOT ANALYSIS 112
    • 11.7.6 KEY STRATEGIES 113
  • 11.8 VALVE CORPORATION 114
    • 11.8.1 COMPANY OVERVIEW 114
    • 11.8.2 FINANCIAL OVERVIEW 114
    • 11.8.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 114
    • 11.8.4 KEY DEVELOPMENTS 114
  • 11.9 HTC CORPROATION 115
    • 11.9.1 COMPANY OVERVIEW 115
    • 11.9.2 FINANCIAL OVERVIEW 115
    • 11.9.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 116
    • 11.9.4 KEY DEVELOPMENTS 116
    • 11.9.5 SWOT ANALYSIS 117
    • 11.9.6 KEY STRATEGIES 117
  • 11.10 TCL TECHNOLOGY 118
    • 11.10.1 COMPANY OVERVIEW 118
    • 11.10.2 FINANCIAL OVERVIEW 119
    • 11.10.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 119
    • 11.10.4 KEY DEVELOPMENTS 120
    • 11.10.5 SWOT ANALYSIS 120
    • 11.10.6 KEY STRATEGIES 120
  • 11.11 DPVR. 121
    • 11.11.1 COMPANY OVERVIEW 121
    • 11.11.2 FINANCIAL OVERVIEW 121
    • 11.11.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 121
    • 11.11.4 KEY DEVELOPMENTS 121
  • 11.12 VUZIX 122
    • 11.12.1 COMPANY OVERVIEW 122
    • 11.12.2 FINANCIAL OVERVIEW 123
    • 11.12.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 123
    • 11.12.4 KEY DEVELOPMENTS 124
    • 11.12.5 SWOT ANALYSIS 124
    • 11.12.6 KEY STRATEGIES 124
  • 11.13 QUALCOMM TECHNOLOGIES INC. 125
    • 11.13.1 COMPANY OVERVIEW 125
    • 11.13.2 FINANCIAL OVERVIEW 126
    • 11.13.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 126
    • 11.13.4 KEY DEVELOPMENTS 127
    • 11.13.5 SWOT ANALYSIS 127
    • 11.13.6 KEY STRATEGIES 127
  • 11.14 SIEKO EPSON CORPORATION 128
    • 11.14.1 COMPANY OVERVIEW 128
    • 11.14.2 FINANCIAL OVERVIEW 128
    • 11.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 129
    • 11.14.4 KEY DEVELOPMENTS 129
    • 11.14.5 SWOT ANALYSIS 129
    • 11.14.6 KEY STRATEGIES 130
  • 11.15 PENUMBRA, INC. 131
    • 11.15.1 COMPANY OVERVIEW 131
    • 11.15.2 FINANCIAL OVERVIEW 131
    • 11.15.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 132
    • 11.15.4 KEY DEVELOPMENTS 132
    • 11.15.5 SWOT ANALYSIS 132
    • 11.15.6 KEY STRATEGIES 133
  • 11.16 ARM LIMITED 134
    • 11.16.1 COMPANY OVERVIEW 134
    • 11.16.2 FINANCIAL OVERVIEW 134
    • 11.16.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 134
    • 11.16.4 KEY DEVELOPMENTS 134
  • 11.17 LEKE VR 135
    • 11.17.1 COMPANY OVERVIEW 135
    • 11.17.2 FINANCIAL OVERVIEW 135
    • 11.17.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 135
    • 11.17.4 KEY DEVELOPMENTS 135
  • 11.18 GOOGLE LLC 136
    • 11.18.1 COMPANY OVERVIEW 136
    • 11.18.2 FINANCIAL OVERVIEW 137
    • 11.18.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 137
    • 11.18.4 KEY DEVELOPMENTS 138
    • 11.18.5 SWOT ANALYSIS 138
    • 11.18.6 KEY STRATEGIES 138