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Augmented Reality and Virtual Reality Market

Global Augmented Reality and Virtual Reality Market Size, Share, Development, Growth and Demand Forecast to 2023

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Report Code: IM10282
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Chapter 1. Research Background

1.1. Research Objectives

1.2. Market Definition

1.3. Research Scope

1.3.1. Market Segmentation by Device Type

1.3.2. Market Segmentation by Technology

1.3.3. Market Segmentation by Application

1.3.4. Market Segmentation by Geography

1.3.5. Analysis Period

1.3.6. Market Data Reporting Unit

1.3.6.1. Value

1.4. Key Stakeholders

Chapter 2. Research Methodology

2.1. Secondary Research

2.2. Primary Research

2.2.1. Breakdown of Primary Research Respondents

2.2.1.1. By region

2.2.1.2. By industry participant

2.2.1.3. By company type

2.3. Market Size Estimation

2.4. Data Triangulation

2.5. Assumptions for the Study

Chapter 3. Executive Summary

Chapter 4. Introduction

4.1. Definition of Market Segments

4.1.1. By Device Type

4.1.1.1. Augmented reality devices

4.1.1.1.1. Head-mounted displays (HMD)

4.1.1.1.2. Head-up display (HUD)

4.1.1.1.3. Handheld device

4.1.1.2. Virtual reality devices

4.1.1.2.1. Head-mounted display (HMD)

4.1.1.2.2. Gesture control device

4.1.1.2.2.1. Data gloves

4.1.1.2.2.2. Others

4.1.1.2.3. Projector & display wall

4.1.2. By Technology

4.1.2.1. Augmented reality technology

4.1.2.1.1. Marker-based AI

4.1.2.1.1.1. Passive marker

4.1.2.1.1.2. Active marker

4.1.2.1.2. Marker-less AI

4.1.2.1.2.1. Model-based tracking

4.1.2.1.2.2. Image processing-based tracking

4.1.2.2. Virtual reality technology

4.1.2.2.1. Non-immersive

4.1.2.2.2. Semi & fully-immersive

4.1.3. Overview by Application

4.1.3.1. Augmented reality applications

4.1.3.1.1. Aerospace and defense

4.1.3.1.2. Consumer

4.1.3.1.2.1. Gaming

4.1.3.1.2.2. Sports and entertainment

4.1.3.1.2.2.1. Entertainment

4.1.3.1.2.2.2. Archeology

4.1.3.1.2.2.3. Theme parks

4.1.3.1.2.2.4. Art gallery and exhibitions

4.1.3.1.3. Medical

4.1.3.1.3.1. Surgery

4.1.3.1.3.2. Fitness management

4.1.3.1.3.3. Pharmacy management

4.1.3.1.3.4. Medical training

4.1.3.1.4. Commercial

4.1.3.1.4.1. Tourism

4.1.3.1.4.2. E-Learning

4.1.3.1.4.3. E-Commerce & marketing applications

4.1.3.1.4.3.1. Cosmetics

4.1.3.1.4.3.2. Jewel toning

4.1.3.1.4.3.3. Apparel fitting

4.1.3.1.4.3.4. Furniture and lighting design

4.1.3.1.4.3.5. Grocery shopping

4.1.3.1.4.3.6. Footwear

4.1.3.1.4.3.7. Real estate

4.1.3.1.5. Others

4.1.3.1.5.1. Automotive

4.1.3.1.5.2. Architecture and building design

4.1.3.1.5.3. Enterprise solutions

4.1.3.1.5.4. Geospatial mining

4.1.3.2. Virtual Reality Applications

4.1.3.2.1. Consumer

4.1.3.2.1.1. Gaming

4.1.3.2.2. Commercial

4.1.3.2.2.1. Advertisement

4.1.3.2.2.2. Fashion

4.1.3.2.3. Aerospace and defense

4.1.3.2.4. Medical

4.1.3.2.5. Industrial

4.1.3.2.6. Others

4.2. Value Chain Analysis

4.3. Market Dynamics

4.3.1. Trends

4.3.2. Drivers

4.3.2.1. Drivers

4.3.2.2. Impact analysis of drivers on market forecast

4.3.3. Restraints

4.3.3.1. Restraints

4.3.3.2. Impact analysis of restraints on market forecast

4.3.4. Opportunities

4.4. Porter’s Five Forces Analysis

Chapter 5. Global Market Size and Forecast

5.1. By Device Type

5.1.1. Augmented reality devices

5.1.1.1. Head-mounted displays (HMD)

5.1.1.2. Head-up display (HUD)

5.1.1.3. Handheld device

5.1.2. Virtual reality devices

5.1.2.1.1. Head-mounted display (HMD)

5.1.2.1.2. Gesture control device

5.1.2.1.2.1. Data gloves

5.1.2.1.2.2. Others

5.1.2.1.3. Projector & display wall

5.2. By Technology

5.2.1. Augmented reality technology

5.2.1.1. Marker-based AI

5.2.1.1.1. Passive marker

5.2.1.1.2. Active marker

5.2.1.2. Marker-less AI

5.2.1.2.1. Model-based tracking

5.2.1.2.2. Image processing-based tracking

5.2.2. Virtual reality technology

5.2.2.1. Immersive

5.2.2.1.1. Non-immersive

5.2.2.1.2. Semi & fully-immersive

5.3. By Application

5.3.1. Augmented reality applications

5.3.1.1. Aerospace and defense

5.3.1.2. Consumer

5.3.1.2.1. Gaming

5.3.1.2.2. Sports and entertainment

5.3.1.2.2.1. Entertainment

5.3.1.2.2.2. Archeology

5.3.1.2.2.3. Theme parks

5.3.1.2.2.4. Art gallery and exhibitions

5.3.1.3. Medical

5.3.1.3.1. Surgery

5.3.1.3.2. Fitness management

5.3.1.3.3. Pharmacy management

5.3.1.3.4. Medical training

5.3.1.4. Commercial

5.3.1.4.1. Tourism

5.3.1.4.2. E-Learning

5.3.1.4.3. E-Commerce & marketing

5.3.1.4.3.1. Cosmetics

5.3.1.4.3.2. Jewel toning

5.3.1.4.3.3. Apparel fitting

5.3.1.4.3.4. Furniture and lighting design

5.3.1.4.3.5. Grocery shopping

5.3.1.4.3.6. Footwear

5.3.1.4.3.7. Real estate

5.3.1.5. Others (Including automotive, architecture and building design, enterprise solutions, geospatial mining)

5.3.2. Virtual Reality Applications

5.3.2.1. Consumer

5.3.2.1.1. Gaming

5.3.2.2. Commercial

5.3.2.2.1. Advertisement

5.3.2.2.2. Fashion

5.3.2.3. Aerospace and defense

5.3.2.4. Medical

5.3.2.5. Industrial

5.3.2.6. Others

5.4. By Region

5.4.1. North America

5.4.2. Europe

5.4.3. Asia-Pacific

5.4.4. Rest of the World

Chapter 6. North America Market Size and Forecast

6.1. By Device Type

6.2. By Technology

6.3. By Application

6.4. By Country – U.S., and Canada

Chapter 7. Europe Market Size and Forecast

7.1. By Device Type

7.2. By Technology

7.3. By Application

7.4. By Country – U.K., France, Spain, and Others

Chapter 8. Asia-Pacific Market Size and Forecast

8.1. By Device Type

8.2. By Technology

8.3. By Application

8.4. By Country – China, India, South Korea, and Others

Chapter 9. Rest of the World Market Size and Forecast

9.1. By Device Type

9.2. By Technology

9.3. By Application

9.4. By Country – Brazil and Others

Chapter 10. Competitive Landscape

10.1. Market Share Analysis of Key Players

10.1.1. Global Market Share Analysis of Key Players – Augmented  Reality

10.1.2. Global Market Share Analysis of Key Players – Virtual  Reality

10.2. Global Strategic Developments

10.3. Global Strategic Developments of Key Players

Chapter 11. Company Profiles

11.1. Google Inc.

11.1.1. Business Overview

11.1.2. Product and Service Offerings

11.1.3. Key Financial Summary

11.1.4. Strategic Growth Plans

11.2. Microsoft Corporation

11.2.1. Business Overview

11.2.2. Product and Service Offerings

11.2.3. Key Financial Summary

11.2.4. Strategic Growth Plans

11.3. Vuzix Corporation

11.3.1. Business Overview

11.3.2. Product and Service Offerings

11.3.3. Key Financial Summary

11.3.4. Strategic Growth Plans

11.4. Samsung Electronics Co., Ltd.

11.4.1. Business Overview

11.4.2. Product and Service Offerings

11.4.3. Key Financial Summary

11.4.4. Strategic Growth Plans

11.5. Qualcomm Technologies, Inc.

11.5.1. Business Overview

11.5.2. Product and Service Offerings

11.5.3. Key Financial Summary

11.5.4. Strategic Growth Plans

11.6. Oculus VR, LLC

11.6.1. Business Overview

11.6.2. Product and Service Offerings

11.6.3. Key Financial Summary

11.6.4. Strategic Growth Plans

11.7. EON Reality, Inc.

11.7.1. Business Overview

11.7.2. Product and Service Offerings

11.7.3. Key Financial Summary

11.7.4. Strategic Growth Plans

11.8. Infinity Augmented Reality Inc.

11.8.1. Business Overview

11.8.2. Product and Service Offerings

11.8.3. Key Financial Summary

11.8.4. Strategic Growth Plans

11.9. Magic Leap, Inc.

11.9.1. Business Overview

11.9.2. Product and Service Offerings

11.9.3. Key Financial Summary

11.9.4. Strategic Growth Plans

11.10. Blippar Inc.

11.10.1. Business Overview

11.10.2. Product and Service Offerings

11.10.3. Key Financial Summary

11.10.4. Strategic Growth Plans

*Note: Key financial summary and strategic growth plans will be provided on best effort basis and is subject to availability of information during primary and secondary research.

Chapter 12. Appendix

12.1. Abbreviations

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