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Augmented & Virtual Reality Market Research Report by Technology, Product, Industry, End User, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

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出 版 商:360iResearch LLP
出版日期:2022/10/11
頁  數:231頁
文件格式:PDF
價  格:
USD 4,949 (Single-User License)
USD 7,949 (Multi-User License)
USD 9,949 (Global-User License)
線上訂購或諮詢
國  家:Global
The Global Augmented & Virtual Reality Market size was estimated at USD 20.05 billion in 2021 and expected to reach USD 23.59 billion in 2022, and is projected to grow at a CAGR 17.82% to reach USD 53.66 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Augmented & Virtual Reality to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Technology, the market was studied across Augmented Reality and Virtual Reality. The Augmented Reality is further studied across Marker-Based Augmented Reality and Markerless Augmented Reality. The Marker-Based Augmented Reality is further studied across Active Marker and Passive Marker. The Markerless Augmented Reality is further studied across Image-Based Processing and Model-Based Tracking. The Virtual Reality is further studied across Nonimmersive Technology and Semi-Immersive & Fully Immersive Technology.

Based on Product, the market was studied across Hardware and Software. The Hardware is further studied across Cameras, Displays & Projectors, Position Trackers, Semiconductor Component, and Sensors. The Software is further studied across 3D Modeling, AR Remote Collaboration, Documentation, Navigation, Visualization, VR Content Creation, and Workflow Optimization.

Based on Industry, the market was studied across Aerospace & Defense, Agriculture, Automotive, Construction, Education, Energy, Government & Public Safety, Healthcare & Life Sciences, IT & Telecom, Media & Entertainment, Retail & Consumer, Transportation & Logistics, and Travel & Tourism.

Based on End User, the market was studied across Commercial, Individual, and Industrial.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Augmented & Virtual Reality market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Augmented & Virtual Reality Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Augmented & Virtual Reality Market, including Apple Inc., Atheer, Inc., Blippar, Capermint Technologies Pvt Ltd, CyberGlove Systems LLC, EON Reality, Facebook Technologies, LLC, Google Inc., Infinity Augmented Reality (Alibaba Group Holding Limited), Inglobe Technologies, Intel Corporation, Lenovo Group Limited, Magic Leap, Inc, Marxent Labs, MAXST Co., Ltd., Microsoft Corporation, Osterhout Design Group, PTC Inc., Qualcomm Incorporated, Samsung Electronics Co., Ltd, Seiko Epson Corporation, Sixense Entertainment, Snap Inc., Sony Corporation, Tech Mahindra Limited, Technostacks Infotech Pvt.Ltd, Wikitude GmbH, and Wipro Limited.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Augmented & Virtual Reality Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Augmented & Virtual Reality Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Augmented & Virtual Reality Market?
4. What is the competitive strategic window for opportunities in the Global Augmented & Virtual Reality Market?
5. What are the technology trends and regulatory frameworks in the Global Augmented & Virtual Reality Market?
6. What is the market share of the leading vendors in the Global Augmented & Virtual Reality Market?
7. What modes and strategic moves are considered suitable for entering the Global Augmented & Virtual Reality Market?
1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing demand for AR & VR devices and applications in healthcare
5.1.1.2. Use of VR in aerospace & defense for training and simulation
5.1.1.3. Cost-efficient advantages of augmented and virtual reality based solutions
5.1.1.4. Rising demand for AR in retail and e-commerce sectors
5.1.2. Restraints
5.1.2.1. Security and privacy issues associated with AR
5.1.2.2. Health issues associated with excessive usage of AR & VR
5.1.3. Opportunities
5.1.3.1. Developing VR penetration in consumer electronics
5.1.3.2. Expansion of the technology in the gaming community
5.1.3.3. Rise in the demand for AR & VR in architectural applications
5.1.4. Challenges
5.1.4.1. Display latency and energy consumption affect overall performance of AR & VR devices
5.2. Cumulative Impact of COVID-19

6. Augmented & Virtual Reality Market, by Technology
6.1. Introduction
6.2. Augmented Reality
6.3.1. Marker-Based Augmented Reality
6.3.2.1. Active Marker
6.3.2.2. Passive Marker
6.3.2. Markerless Augmented Reality
6.3.3.1. Image-Based Processing
6.3.3.2. Model-Based Tracking
6.3. Virtual Reality
6.4.1. Nonimmersive Technology
6.4.2. Semi-Immersive & Fully Immersive Technology

7. Augmented & Virtual Reality Market, by Product
7.1. Introduction
7.2. Hardware
7.3.1. Cameras
7.3.2. Displays & Projectors
7.3.3. Position Trackers
7.3.4. Semiconductor Component
7.3.5. Sensors
7.3. Software
7.4.1. 3D Modeling
7.4.2. AR Remote Collaboration
7.4.3. Documentation
7.4.4. Navigation
7.4.5. Visualization
7.4.6. VR Content Creation
7.4.7. Workflow Optimization

8. Augmented & Virtual Reality Market, by Industry
8.1. Introduction
8.2. Aerospace & Defense
8.3. Agriculture
8.4. Automotive
8.5. Construction
8.6. Education
8.7. Energy
8.8. Government & Public Safety
8.9. Healthcare & Life Sciences
8.10. IT & Telecom
8.11. Media & Entertainment
8.12. Retail & Consumer
8.13. Transportation & Logistics
8.14. Travel & Tourism

9. Augmented & Virtual Reality Market, by End User
9.1. Introduction
9.2. Commercial
9.3. Individual
9.4. Industrial

10. Americas Augmented & Virtual Reality Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States

11. Asia-Pacific Augmented & Virtual Reality Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam

12. Europe, Middle East & Africa Augmented & Virtual Reality Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom

13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.1.1. Quadrants
13.1.2. Business Strategy
13.1.3. Product Satisfaction
13.2. Market Ranking Analysis, By Key Player
13.3. Market Share Analysis, By Key Player
13.4. Competitive Scenario
13.4.1. Merger & Acquisition
13.4.2. Agreement, Collaboration, & Partnership
13.4.3. New Product Launch & Enhancement
13.4.4. Investment & Funding
13.4.5. Award, Recognition, & Expansion

14. Company Usability Profiles
14.1. Apple Inc.
14.1.1. Business Overview
14.1.2. Key Executives
14.1.3. Product & Services
14.2. Atheer, Inc.
14.2.1. Business Overview
14.2.2. Key Executives
14.2.3. Product & Services
14.3. Blippar
14.3.1. Business Overview
14.3.2. Key Executives
14.3.3. Product & Services
14.4. Capermint Technologies Pvt Ltd
14.4.1. Business Overview
14.4.2. Key Executives
14.4.3. Product & Services
14.5. CyberGlove Systems LLC
14.5.1. Business Overview
14.5.2. Key Executives
14.5.3. Product & Services
14.6. EON Reality
14.6.1. Business Overview
14.6.2. Key Executives
14.6.3. Product & Services
14.7. Facebook Technologies, LLC
14.7.1. Business Overview
14.7.2. Key Executives
14.7.3. Product & Services
14.8. Google Inc.
14.8.1. Business Overview
14.8.2. Key Executives
14.8.3. Product & Services
14.9. Infinity Augmented Reality (Alibaba Group Holding Limited)
14.9.1. Business Overview
14.9.2. Key Executives
14.9.3. Product & Services
14.10. Inglobe Technologies
14.10.1. Business Overview
14.10.2. Key Executives
14.10.3. Product & Services
14.11. Intel Corporation
14.11.1. Business Overview
14.11.2. Key Executives
14.11.3. Product & Services
14.12. Lenovo Group Limited
14.12.1. Business Overview
14.12.2. Key Executives
14.12.3. Product & Services
14.13. Magic Leap, Inc
14.13.1. Business Overview
14.13.2. Key Executives
14.13.3. Product & Services
14.14. Marxent Labs
14.14.1. Business Overview
14.14.2. Key Executives
14.14.3. Product & Services
14.15. MAXST Co., Ltd.
14.15.1. Business Overview
14.15.2. Key Executives
14.15.3. Product & Services
14.16. Microsoft Corporation
14.16.1. Business Overview
14.16.2. Key Executives
14.16.3. Product & Services
14.17. Osterhout Design Group
14.17.1. Business Overview
14.17.2. Key Executives
14.17.3. Product & Services
14.18. PTC Inc.
14.18.1. Business Overview
14.18.2. Key Executives
14.18.3. Product & Services
14.19. Qualcomm Incorporated
14.19.1. Business Overview
14.19.2. Key Executives
14.19.3. Product & Services
14.20. Samsung Electronics Co., Ltd
14.20.1. Business Overview
14.20.2. Key Executives
14.20.3. Product & Services
14.21. Seiko Epson Corporation
14.21.1. Business Overview
14.21.2. Key Executives
14.21.3. Product & Services
14.22. Sixense Entertainment
14.22.1. Business Overview
14.22.2. Key Executives
14.22.3. Product & Services
14.23. Snap Inc.
14.23.1. Business Overview
14.23.2. Key Executives
14.23.3. Product & Services
14.24. Sony Corporation
14.24.1. Business Overview
14.24.2. Key Executives
14.24.3. Product & Services
14.25. Tech Mahindra Limited
14.25.1. Business Overview
14.25.2. Key Executives
14.25.3. Product & Services
14.26. Technostacks Infotech Pvt.Ltd
14.26.1. Business Overview
14.26.2. Key Executives
14.26.3. Product & Services
14.27. Wikitude GmbH
14.27.1. Business Overview
14.27.2. Key Executives
14.27.3. Product & Services
14.28. Wipro Limited
14.28.1. Business Overview
14.28.2. Key Executives
14.28.3. Product & Services

15. Appendix
15.1. Discussion Guide
15.2. License & Pricing

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