Virtual and
Augmented Reality Market: Overview
Virtual and
augmented reality is a suite of hardware, service and software
components allowing end-users to visualize and experience virtual
environment in real-time. The demand for virtual reality (VR) and
augmented reality (AR) is expected to increase in the coming years
owing to the growing demand for AR and VR service, affordable
hardware cost, and increase in end-use application. The growing
demand for VR and AR in healthcare, education, gaming and media and
entertainment in the North American, Asia Pacific and European
regions is expected to increase the adoption of VR and AR in these
markets.
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Virtual and
Augmented Reality Market: Segmentation
This research report
provides an in-depth analysis of the global VR and AR market based on
component, end-use application, and geography. The global VR and AR
market is categorized based on component types into hardware,
software, and services. Furthermore, the report provides additional
breakdown of hardware component into head mounted display, head up
isplay, glasses, consoles and Sensor/Input, and others (Camera and
Projector). Consoles include headset which use smartphone or tablets
to display VR and AR based images to the end-user. The end-use
applications for the global VR and AR market are healthcare,
education, retail, gaming, construction, media and entertainment,
automotive, defense & aerospace, and others (manufacturing and
energy). The report further breakdown the segments as per VR and AR
separately. The report analyzes each of these segments for various
geographies considered under the scope of the study.
Based on
geographical regions, the report segments the global VR and AR market
into North America, Europe, Asia Pacific, Middle East & Africa
(MEA), and South America, which are analyzed in terms of revenue
generation. North America is further segmented into the U.S. and
Canada, while Europe is divided into the U.K. and Germany. Asia
Pacific is subdivided into China and India. Also, MEA is further
segmented into South Africa and the GCC, while South America is
subdivided into Brazil and Argentina. The report further provides
cross-segmentation analysis of the segmentation as per the countries.
Virtual and
Augmented Reality Market: Growth Dynamics
The report also
provides an analysis of the factors that drive and restrain the
growth of the VR and AR market. It discusses the prevailing market
trends, prospective growth opportunities, and major strategies
increasing the popularity of the global VR and AR market. It provides
market estimates and forecasts for all the segments in terms of
revenue. The report further provides estimates and forecasts for head
mounted display, glasses, and console under hardware segment in terms
of volume. The report also provides industry evolution, impact
analysis of VR and AR market on smartphone, tablet, PC and TV
Adoption, value chain analysis, and Porter’s Five Forces Analysis
for the global VR and AR market.
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Virtual and
Augmented Reality Market: Competitive Dynamics
Major business
strategies adopted by key players, their SWOT analysis, and
competition matrix have also been identified in the research report.
The key market players profiled in this study include Google, Inc.,
Samsung Electronics Co., Ltd., Microsoft Corporation, Sony
Interactive Entertainment LLC, Oculus VR LLC, HTC Corporation,
ZeroLight Ltd., EON Reality, Inc., Nokia Corporation, Barco N.V.,
Blippar.com Ltd., Aurasma Ltd. (Hewlett-Packard Development Company.
L.P), MindMaze SA, Virtalis Ltd., Manus Machinae B.V., Independiente
Communications Ltd., VirZOOM, Inc., and NuFormer Projection B.V.
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