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Augmented Reality and Virtual Reality Market

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

  • Published Date : 06 Mar 2019
  • Market Research Future
  • Category : ICT Media
  • Pages : 94

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

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

Market segmentation 

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

Regional analysis

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

Major players 

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

1	Executive Summary
2	Scope of the Report
2.1	Market Definition
2.2	Scope of the Study
2.2.1	Research Objectives
2.2.2	Assumption & Limitations
2.3	Market Structure
3	Market Insights
4	Research Methodology
4.1	Research Process
4.2	Secondary Research
4.3	Primary Research
4.4	Forecast Model
5	Market Landscape
5.1	Porters Five Forces Analysis
5.1.1	Threat of new entrants
5.1.2	Bargaining power of suppliers
5.1.3	Bargaining power of buyers
5.1.4	Threat of substitute
5.1.5	Rivalry
5.2	Value Chain/Supply Chain of Augmented Reality and Virtual Reality Market
6	Market Dynamics
6.1	Introduction
6.2	Drivers
6.2.1	Growing Demand for HMD in Gaming and Entertainment
6.2.2	Implementation of VR as part of Marketing Strategy
6.2.3	Growing Demand of AR/VR in Retail and E-Commerce
6.2.4	Drivers Impact Analysis
6.3	Opportunities
6.3.1	Advancement in Fully Immersive Technology
6.3.2	Integrating 5G with AR/VR
6.4	Market Trends
6.4.1	360-Degree VR Video
6.4.2	Increased Availability and Reduced Cost of VR Products
7	Global Augmented Reality and Virtual Reality Market, By Product Type
7.1	Overview
7.1.1	Non-Immersive Systems
7.1.2	Semi-Immersive Projection System
7.1.3	Fully-Immersive Head Mounted Systems
8	Global Augmented Reality and Virtual Reality Market, By Application
8.1	Overview
8.1.1	Education & Training
8.1.2	Video Games
8.1.3	Media
8.1.4	Tourism
8.1.5	Social Media
9	Global Augmented Reality and Virtual Reality Market, By Region
9.1	Introduction
9.2	US
9.3	Europe
9.4	China
9.5	Japan
9.6	South East Asia
9.7	Central & South America
10	Competitive Landscape
10.1	Competitive Landscape
11	Company Profiles
11.1	Google LLC
11.1.1	Company Overview
11.1.2	Financial Overview
11.1.3	Products/Services/Solutions Offerings
11.1.4	SWOT Analysis
11.1.5	Key Strategy
11.2	Blippar.com
11.2.1	Company Overview
11.2.2	Products/Services/Solutions Offerings
11.2.3	Key Development
11.2.4	SWOT Analysis
11.2.5	Key Strategy
11.3	EON Reality Inc.
11.3.1	Company Overview
11.3.2	Products/Services/Solutions Offerings
11.3.3	Key Development
11.3.4	SWOT Analysis
11.3.5	Key Strategy
11.4	Augmented Pixels Inc.
11.4.1	Company Overview
11.4.2	Products/Services/Solutions Offerings
11.4.3	SWOT Analysis
11.4.4	Key Strategy
11.5	HP Inc.
11.5.1	Company Overview
11.5.2	Financial Overview
11.5.3	Products/Services/Solutions Offerings
11.5.4	SWOT Analysis
11.5.5	Key Strategy
11.6	DAQRI LLC
11.6.1	Company Overview
11.6.2	Products/Services/Solutions Offerings
11.6.3	Key Developments
11.6.4	SWOT Analysis
11.6.5	Key Strategy
11.7	Wikitude GmbH
11.7.1	Company Overview
11.7.2	Products/Services/Solutions Offerings
11.7.3	Key Developments
11.7.4	SWOT Analysis
11.7.5	Key Strategy
11.8	Terminal Eleven (SkyView)
11.8.1	Company Overview
11.8.2	Products/Services/Solutions Offerings
11.8.3	SWOT Analysis
11.9	Zapper Limited
11.9.1	Company Overview
11.9.2	Products/Services/Solutions Offerings
11.9.3	SWOT Analysis
11.9.4	Key Strategy
11.1	awe.org Pty Ltd(buildar.com)
11.10.1	Company Overview
11.10.2	Products/Services/Solutions Offerings
11.10.3	SWOT Analysis
11.11	Virtalis Limited
11.11.1	Company Overview
11.11.2	Products/Systems/Solutions Offerings
11.11.3	SWOT Analysis
11.11.4	Key Strategy
11.12	Facebook Inc.
11.12.1	Company Overview
11.12.2	Financial Overview
11.12.3	Solution/Service Offerings
11.12.4	SWOT Analysis
11.12.5	Key Strategy
11.13	Samsung Group
11.13.1	Company Overview
11.13.2	Financial Overview
11.13.3	Products/Services Offered
11.13.4	Key Developments
11.13.5	SWOT Analysis
11.13.6	Key Strategy
11.14	Microsoft Corporation
11.14.1	Company Overview
11.14.2	Financial Overview
11.14.3	Products/Services/Solutions Offered
11.14.4	Key Developments
11.14.5	SWOT Analysis
11.14.6	Key Strategies
11.15	HTC Corporation
11.15.1	Company Overview
11.15.2	Financial Overview
11.15.3	Products/Services/Solutions Offered
11.15.4	Key Developments
11.15.5	SWOT Analysis
11.15.6	Key Strategies
11.16	Sony Corporation
11.16.1	Company Overview
11.16.2	Financial Overview
11.16.3	Products/Services/Solutions Offered
11.16.4	Key Developments
11.16.5	SWOT Analysis
11.16.6	Key Strategies

	List of Tables:

TABLE 1		MARKET SYNOPSIS
TABLE 2		LIST OF ASSUMPTIONS
TABLE 3		GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013–2025 (USD BILLION)
TABLE 4		GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)
TABLE 5		GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2013–2025 (USD BILLION)
TABLE 6		US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
TABLE 7		US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)
TABLE 8		EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
TABLE 9		EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)
TABLE 10	CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
TABLE 11	CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)
TABLE 12	JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
TABLE 13	JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)
TABLE 14	SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
TABLE 15	SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)
TABLE 16	CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
TABLE 17	CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2025 (USD BILLION)

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