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市場調查報告書

虛擬實境 (VR) 、擴增實境 (AR) :技術和全球市場

Virtual and Augmented Reality: Technologies and Global Markets

出版商 BCC Research 商品編碼 355142
出版日期 內容資訊 英文 132 Pages
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虛擬實境 (VR) 、擴增實境 (AR) :技術和全球市場 Virtual and Augmented Reality: Technologies and Global Markets
出版日期: 2016年03月24日 內容資訊: 英文 132 Pages
簡介

虛擬實境 (VR) 、擴增實境 (AR) 的全球市場2014年達到約45億美元的規模,預計從2015到2020年以6.7%的年複合成長率發展,從2015年的81億美元到2020年達到1,052億美元。

本報告提供全球虛擬實境 (VR) 、擴增實境 (AR) 市場相關調查,全球市場與相關技術概要,作為國際市場趨勢的美國的分析,各市場規模、收益預測、價值鏈、市場 & 產品趨勢、競爭情形分析,種類、用途、技術、零組件、地區的市場分析,市場動態的評估,相關專利分析,及主要企業的簡介等彙整。

第1章 簡介

第2章 摘要

第3章 概要

  • 市場發展
  • 未來展望、期待
  • 價值鏈: VR AR
  • 開發者
  • 發行者
  • 分銷商
  • 消費者

第4章 虛擬實境 (VR) 、擴增實境 (AR) 市場:各零件

  • 簡介
  • 市場動態
    • 促進要素
    • 阻礙因素
    • 機會
    • VR:零組件
    • AR:零組件

第5章 虛擬實境 (VR) 、擴增實境 (AR) 市場:各技術區分

  • 簡介
  • 市場動態
    • 促進要素
    • 阻礙因素
    • 機會
  • 虛擬實境 (VR)
    • 非身臨其境型
    • 身臨其境型
    • 半身臨其境型
    • 分散式
  • 擴增實境 (AR)
    • 行動型
    • 穿戴式
    • 願景型
    • 空間型

第6章 虛擬實境 (VR) 、擴增實境 (AR) 市場:各部門

  • 簡介
  • 市場動態
    • 促進要素
    • 阻礙因素
    • 機會
  • 醫療
  • 遊戲
  • 教育
  • 軍事
  • 產業訓練
  • 其他

第7章 虛擬實境 (VR) 、擴增實境 (AR) 市場:各地區

  • 簡介
  • 市場動態
    • 促進要素
    • 阻礙因素
    • 機會
  • 北美
  • 歐洲
  • 亞太地區
  • 其他 (ROW)

第8章 競爭分析

  • 市場佔有率分析
  • 專利分析
  • VR、AR的重要專利

第9章 企業簡介

  • AURASMA
  • BLIPPAR
  • CHRISTIE DIGITAL SYSTEMS USA INC.
  • DAQRI LLC
  • EMAGIN CORP.
  • GOOGLE INC.
  • GRAVITY JACK INC.
  • INITION
  • LAYAR B.V.
  • MAGIC LEAP INC.
  • MARXENT LABS LLC
  • MICROSOFT CORP.
  • 任天堂
  • NVIDIA CORP.
  • OCULUS VR LLC
  • QUALCOMM INC.
  • SAMSUNG ELECTRONICS CO. LTD.
  • SPATIAL VIEW INC.
  • SONY
  • VIRTALIS LTD.
  • VUZIX CORP.
  • ZAPPAR

圖表

目錄
Product Code: IFT124A

REPORT HIGHLIGHTS

The global market for virtual and augmented reality was nearly $4.5 billion in 2014. The market is expected to reach $105.2 billion by 2020 from $8.1 billion in 2015, increasing at a compound annual growth rate (CAGR) of 67% from 2015 to 2020.

This report provides:

  • An overview of the global markets and related technologies for virtual and augmented reality.
  • Analyses of U.S. as well as international market trends, with data from 2014, 2015, and projections of CAGRs through 2020.
  • Insight into the market through market sizes, revenue forecasts, value chain analysis, market & product trends, and the competitive landscape.
  • Breakdowns of the market and analyses presented by type, by application, by technology, by component and by geography.
  • Discussion covering current and future trends and analysis on a basis of various competitive technologies.
  • Evaluation of the market's dynamics, specifically growth drivers, restraints, and opportunities.
  • Relevant patent analysis.
  • Coverage of leading players and their key developments, strategies, and profiles.

SCOPE OF REPORT

The scope of this report includes overall AR and VR device revenues, including software. Parallel markets were also tracked, such as mobile applications, software, services and wearables, to determine the overall AR and VR market.

VR and AR are classified as follows:

  • By component: hardware and software.
  • By technology: non-immersive, immersive, semi-immersive and distributed for VR; and mobile-based, wearable, vision and spatial for AR.
  • By sector: healthcare, gaming, education, military, industrial training and others.
  • By region: North America (the U.S. and Canada); Europe (France, Italy, Germany, the U.K., Russia, the Commonwealth of Independent States and Rest of Europe; Asia-Pacific (China, Japan, Taiwan, South Korea, and others); and Rest of World (ROW) (the Middle East, Africa and South America).

In addition to industry and competitive analysis of the virtual reality and augmented reality market, this report also includes a patent analysis and a listing of company profiles for key players.

ANALYST'S CREDENTIALS

Sinha G. holds an MBA in finance from ICFAI Business School, Hyderabad (India), and a bachelor's degree in electrical engineering from Rajasthan University (India). His primary focus is in the electronics, semiconductors, photonics, chemicals and IT/communications markets, helping clients understand these markets. Specific market research reports have covered quantum dots, ultrafast lasers, VCSELS, UV-cured resins and metrology.

Table of Contents

CHAPTER 1 - INTRODUCTION

  • STUDY GOALS AND OBJECTIVES
  • REASONS FOR DOING THE STUDY
  • INTENDED AUDIENCE
  • SCOPE OF REPORT
  • METHODOLOGY
  • INFORMATION SOURCES
  • ANALYST'S CREDENTIALS
  • RELATED BCC RESEARCH REPORTS
  • BCC RESEARCH WEBSITE
  • DISCLAIMER

CHAPTER 2 - SUMMARY

  • SUMMARY TABLE: GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY SECTOR, THROUGH 2020 ($ MILLIONS)
  • SUMMARY FIGURE: GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY SECTOR, 2014-2020 ($ MILLIONS)

CHAPTER 3 - OVERVIEW

  • MARKET EVOLUTION
  • FUTURE OUTLOOK AND EXPECTATIONS
  • VALUE CHAIN: VR AND AR
    • FIGURE 1: VALUE CHAIN OF VR AND AR
  • DEVELOPERS
  • PUBLISHERS
  • DISTRIBUTORS
  • CONSUMERS

CHAPTER 4 - VIRTUAL REALITY AND AUGMENTED REALITY MARKET BY COMPONENT

  • INTRODUCTION
    • FIGURE 2: VR AND AR MARKET BY COMPONENT
  • MARKET DYNAMICS
    • DRIVERS
      • Developments in Computer Graphics Systems
      • Long-term Defense Contracts and Demand
      • Boost in Demand for Smartphones
    • RESTRAINTS
      • Technological Barriers
    • OPPORTUNITY
      • Increase in R&D Initiatives
    • VR: COMPONENTS
      • TABLE 1: GLOBAL MARKET FOR COMPONENTS USED IN VR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 3: GLOBAL MARKET FOR COMPONENTS USED IN VR, 2014-2020 ($ MILLIONS)
    • AR: COMPONENTS
      • TABLE 2: GLOBAL MARKET FOR COMPONENTS USED IN AR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 4: GLOBAL MARKET FOR COMPONENTS USED IN AR, 2014-2020 ($ MILLIONS)

CHAPTER 5 - VIRTUAL REALITY AND AUGMENTED REALITY MARKET BY TECHNOLOGY SEGMENT

  • INTRODUCTION
    • FIGURE 5: VR AND AR BY TECHNOLOGY SEGMENT
  • MARKET DYNAMICS
    • DRIVERS
      • Rising Prevalence of Computer Technology and Internet Connectivity
      • Boost in Demand for Smartphones
      • VR Bringing Down the Cost of Training
    • RESTRAINTS
      • Technical Challenges
      • Costs
      • Social and Privacy Issues
    • OPPORTUNITY
      • Comfortable and Compact VR Devices to Enhance User Experience
  • VIRTUAL REALITY
    • NON-IMMERSIVE
      • TABLE 3: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 6: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 4: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 7: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • IMMERSIVE
      • TABLE 5: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 8: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 6: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 9: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • SEMI-IMMERSIVE
      • TABLE 7: GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 10: GLOBAL MARKET FOR SEMI IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 8: GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 11: GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • DISTRIBUTED
      • TABLE 9: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 12: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 10: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 13: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
  • AUGMENTED REALITY
    • MOBILE-BASED
      • TABLE 11: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 14: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 12: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 15: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • WEARABLE
      • TABLE 13: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 16: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 14: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 17: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • VISION
      • TABLE 15: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 18: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 16: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 19: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • SPATIAL
      • TABLE 17: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • FIGURE 20: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
      • TABLE 18: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 21: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)

CHAPTER 6 - VIRTUAL REALITY AND AUGMENTED REALITY MARKET BY SECTOR

  • INTRODUCTION
    • FIGURE 22: VR AND AR MARKET BY SECTORS
  • MARKET DYNAMICS
    • DRIVERS
      • Increasing Growth of E-commerce
      • Growing Healthcare Infrastructure
    • RESTRAINTS
      • Lack of Awareness of AR/VR
    • OPPORTUNITY
      • Growing Opportunities in the Travel and Tourism Industry
      • Growing Opportunities in the Public Sector
    • HEALTHCARE
      • TABLE 19: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 23: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 20: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 24: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, 2014-2020 ($ MILLIONS)
      • TABLE 21: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 25: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 22: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 26: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, 2014-2020 ($ MILLIONS)
    • GAMING
      • TABLE 23: GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 27: GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 24: GLOBAL MARKET FOR VR USED IN GAMING BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 28: GLOBAL MARKET FOR VR USED IN GAMING BY REGION, 2014-2020 ($ MILLIONS)
      • TABLE 25: GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 29: GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 26: GLOBAL MARKET FOR AR USED IN GAMING BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 30: GLOBAL MARKET FOR AR USED IN GAMING BY REGION, 2014-2020 ($ MILLIONS)
    • EDUCATION
      • TABLE 27: GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 31: GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 28: GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 32: GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, 2014-2020 ($ MILLIONS)
      • TABLE 29: GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 33: GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 30: GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 34: GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, 2014-2020 ($ MILLIONS)
    • MILITARY
      • TABLE 31: GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 35: GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 32: GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 36: GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, 2014-2020 ($ MILLIONS)
      • TABLE 33: GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 37: GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 34: GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 38: GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, 2014-2020 ($ MILLIONS)
    • INDUSTRIAL TRAINING
      • TABLE 35: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 39: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 36: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 40: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION, 2014-2020 ($ MILLIONS)
      • TABLE 37: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 41: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 38: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 42: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION, 2014-2020 ($ MILLIONS)
    • OTHERS
      • TABLE 39: GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 43: GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 40: GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 44: GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, 2014-2020 ($ MILLIONS)
      • TABLE 41: GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • FIGURE 45: GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
      • TABLE 42: GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, THROUGH 2020 ($ MILLIONS)
      • FIGURE 46: GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, 2014-2020 ($ MILLIONS)

CHAPTER 7 - VR AND AR MARKET BY REGION

  • INTRODUCTION
    • FIGURE 47: VR AND AR MARKET BY REGION
  • MARKET DYNAMICS
    • DRIVERS
      • Growth in Infrastructure Development in Developing Countries
    • RESTRAINTS
      • Concerns Related to Data Protection
      • High-performance Communications Networks Required
    • OPPORTUNITY
      • Untapped Market
    • NORTH AMERICA
      • TABLE 43: NORTH AMERICAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 44: NORTH AMERICAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • TABLE 45: NORTH AMERICAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 46: NORTH AMERICAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • EUROPE
      • TABLE 47: EUROPEAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 48: EUROPEAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • TABLE 49: EUROPEAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 50: EUROPEAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • ASIA-PACIFIC
      • TABLE 51: ASIA-PACIFIC VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 52: ASIA-PACIFIC VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • TABLE 53: ASIA-PACIFIC AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 54: ASIA-PACIFIC AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • REST OF WORLD
      • TABLE 55: REST OF WORLD VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 56: REST OF WORLD VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
      • TABLE 57: REST OF WORLD AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
      • TABLE 58: REST OF WORLD AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)

CHAPTER 8 - COMPETITIVE ANALYSIS

  • MARKET SHARE ANALYSIS
    • TABLE 59: GLOBAL MARKET SHARE ANALYSIS FOR VR AND AR HARDWARE BY COMPANY, 2014 (%)
  • PATENT ANALYSIS
    • PATENTS BY YEAR
      • TABLE 60: NUMBER OF AR PATENTS BY REGION, 2012-2015
      • FIGURE 48: NUMBER OF AR PATENTS FILED ON YEARLY BASIS, 2012-2015
    • PATENTS BY REGION
      • TABLE 61: NUMBER OF VR PATENTS BY REGION, 2012-2015
      • FIGURE 49: NUMBER OF VR PATENTS FILED ON YEARLY BASIS, 2012-2015
  • IMPORTANT PATENTS FOR VR AND AR
    • DISTRIBUTED VIRTUAL REALITY
    • AUGMENTED REALITY VIRTUAL MONITOR
    • VIRTUAL REALITY LOCATION INFORMATION SYSTEM
    • INTERACTION IN A VIRTUAL REALITY ENVIRONMENT
    • VIRTUAL REALITY METHODS AND SYSTEMS
    • VIRTUAL REALITY INTERACTION SYSTEM AND METHOD
    • AUGMENTED REALITY VIRTUAL MONITOR
    • VIRTUAL REALITY INTERACTION SYSTEM AND METHOD
    • AUGMENTED REALITY
    • SAVING AUGMENTED REALITIES
    • AUGMENTED REALITY
    • DYNAMIC AUGMENTED REALITY MEDIA CREATION
    • AUGMENTED REALITY DEVICE
    • SAVING AUGMENTED REALITIES
    • AUGMENTED REALITY SYSTEM
    • COMMUNICATION USING AUGMENTED REALITY
    • AUGMENTED REALITY SYSTEM

CHAPTER 9 - COMPANY PROFILES

  • AURASMA
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Global Expansion through Partnerships and Product Development
    • DEVELOPMENTS
      • TABLE 62: DEVELOPMENTS OF AURASMA
  • BLIPPAR
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through Strategic Partnerships
    • DEVELOPMENTS
      • TABLE 63: DEVELOPMENTS OF BLIPPAR
  • CHRISTIE DIGITAL SYSTEMS USA INC.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 64: DEVELOPMENTS OF CHRISTIE DIGITAL SYSTEMS USA INC.
  • DAQRI LLC
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through Acquisition
    • DEVELOPMENTS
      • TABLE 65: DEVELOPMENTS OF DAQRI LLC
  • EMAGIN CORP.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 66: DEVELOPMENTS OF EMAGIN CORP.
  • GOOGLE INC.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through New Product Development
      • Focus on Leveraging Technical Expertise of Other Players through Partner Program
    • DEVELOPMENTS
      • TABLE 67: DEVELOPMENTS OF GOOGLE INC.
  • GRAVITY JACK INC.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 68: DEVELOPMENTS OF GRAVITY JACK INC.
  • INITION
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through Partnerships
    • DEVELOPMENTS
      • TABLE 69: DEVELOPMENTS OF INITION
  • LAYAR B.V.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 70: DEVELOPMENTS OF LAYAR B.V.
  • MAGIC LEAP INC.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through Fundraising Initiatives
    • DEVELOPMENTS
      • TABLE 71: DEVELOPMENTS OF MAGIC LEAP INC.
  • MARXENT LABS LLC
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 72: DEVELOPMENTS OF MARXENT LABS LLC
  • MICROSOFT CORP.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 73: DEVELOPMENTS OF MICROSOFT CORP.
  • NINTENDO CO. LTD
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 74: DEVELOPMENTS OF NINTENDO CO. LTD
  • NVIDIA CORP.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through New Product Development
    • DEVELOPMENTS
      • TABLE 75: DEVELOPMENTS OF NVIDIA CORP.
  • OCULUS VR LLC
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 76: DEVELOPMENTS OF OCULUS VR LLC
  • QUALCOMM INC.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Focus on Leveraging Technical Expertise of other Players through Partner Program
    • DEVELOPMENTS
      • TABLE 77: DEVELOPMENTS OF QUALCOMM INC.
  • SAMSUNG ELECTRONICS CO. LTD.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through New Product Development
    • DEVELOPMENTS
      • TABLE 78: DEVELOPMENTS OF SAMSUNG ELECTRONICS
  • SPATIAL VIEW INC.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through Strategic Partnerships
    • DEVELOPMENTS
      • TABLE 79: DEVELOPMENTS OF SPATIAL VIEW INC.
  • SONY CORP.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • New Product Development
    • DEVELOPMENTS
      • TABLE 80: DEVELOPMENTS OF SONY CORP.
  • VIRTALIS LTD.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Focus on Leveraging Technical Expertise of Other Players through Partner Program
    • DEVELOPMENTS
      • TABLE 81: DEVELOPMENTS OF VIRTALIS LTD.
  • VUZIX CORP.
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through New Product Development
    • DEVELOPMENTS
      • TABLE 82: DEVELOPMENTS OF VUZIX CORP.
  • ZAPPAR
    • OVERVIEW
    • PRIMARY BUSINESS
    • FINANCIALS
    • BUSINESS STRATEGIES
      • Expansion through Strategic Partnerships
    • DEVELOPMENTS
      • TABLE 83: DEVELOPMENTS OF ZAPPAR

LIST OF TABLES

  • SUMMARY TABLE: GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 1: GLOBAL MARKET FOR COMPONENTS USED IN VR, THROUGH 2020 ($ MILLIONS)
    • TABLE 2: GLOBAL MARKET FOR COMPONENTS USED IN AR, THROUGH 2020 ($ MILLIONS)
    • TABLE 3: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 4: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 5: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 6: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 7: GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 8: GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 9: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 10: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 11: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 12: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 13: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 14: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 15: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 16: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 17: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 18: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 19: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 20: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 21: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 22: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 23: GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 24: GLOBAL MARKET FOR VR USED IN GAMING BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 25: GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 26: GLOBAL MARKET FOR AR USED IN GAMING BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 27: GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 28: GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 29: GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 30: GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 31: GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 32: GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 33: GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 34: GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 35: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 36: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 37: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 38: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 39: GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 40: GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 41: GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 42: GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, THROUGH 2020 ($ MILLIONS)
    • TABLE 43: NORTH AMERICAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 44: NORTH AMERICAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 45: NORTH AMERICAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 46: NORTH AMERICAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 47: EUROPEAN VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 48: EUROPEAN VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 49: EUROPEAN AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 50: EUROPEAN AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 51: ASIA-PACIFIC VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 52: ASIA-PACIFIC VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 53: ASIA-PACIFIC AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 54: ASIA-PACIFIC AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 55: REST OF WORLD VR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 56: REST OF WORLD VR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 57: REST OF WORLD AR MARKET BY TECHNOLOGY, THROUGH 2020 ($ MILLIONS)
    • TABLE 58: REST OF WORLD AR MARKET BY SECTOR, THROUGH 2020 ($ MILLIONS)
    • TABLE 59: GLOBAL MARKET SHARE ANALYSIS FOR VR AND AR HARDWARE BY COMPANY, 2014 (%)
    • TABLE 60: NUMBER OF AR PATENTS BY REGION, 2012-2015
    • TABLE 61: NUMBER OF VR PATENTS BY REGION, 2012-2015
    • TABLE 62: DEVELOPMENTS OF AURASMA
    • TABLE 63: DEVELOPMENTS OF BLIPPAR
    • TABLE 64: DEVELOPMENTS OF CHRISTIE DIGITAL SYSTEMS USA INC.
    • TABLE 65: DEVELOPMENTS OF DAQRI LLC
    • TABLE 66: DEVELOPMENTS OF EMAGIN CORP.
    • TABLE 67: DEVELOPMENTS OF GOOGLE INC.
    • TABLE 68: DEVELOPMENTS OF GRAVITY JACK INC.
    • TABLE 69: DEVELOPMENTS OF INITION
    • TABLE 70: DEVELOPMENTS OF LAYAR B.V.
    • TABLE 71: DEVELOPMENTS OF MAGIC LEAP INC.
    • TABLE 72: DEVELOPMENTS OF MARXENT LABS LLC
    • TABLE 73: DEVELOPMENTS OF MICROSOFT CORP.
    • TABLE 74: DEVELOPMENTS OF NINTENDO CO. LTD
    • TABLE 75: DEVELOPMENTS OF NVIDIA CORP.
    • TABLE 76: DEVELOPMENTS OF OCULUS VR LLC
    • TABLE 77: DEVELOPMENTS OF QUALCOMM INC.
    • TABLE 78: DEVELOPMENTS OF SAMSUNG ELECTRONICS
    • TABLE 79: DEVELOPMENTS OF SPATIAL VIEW INC.
    • TABLE 80: DEVELOPMENTS OF SONY CORP.
    • TABLE 81: DEVELOPMENTS OF VIRTALIS LTD.
    • TABLE 82: DEVELOPMENTS OF VUZIX CORP.
    • TABLE 83: DEVELOPMENTS OF ZAPPAR

LIST OF FIGURES

  • SUMMARY FIGURE: GLOBAL MARKET FOR VIRTUAL AND AUGMENTED REALITY BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 1: VALUE CHAIN OF VR AND AR
    • FIGURE 2: VR AND AR MARKET BY COMPONENT
    • FIGURE 3: GLOBAL MARKET FOR COMPONENTS USED IN VR, 2014-2020 ($ MILLIONS)
    • FIGURE 4: GLOBAL MARKET FOR COMPONENTS USED IN AR, 2014-2020 ($ MILLIONS)
    • FIGURE 5: VR AND AR BY TECHNOLOGY SEGMENT
    • FIGURE 6: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 7: GLOBAL MARKET FOR NON-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 8: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 9: GLOBAL MARKET FOR IMMERSIVE TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 10: GLOBAL MARKET FOR SEMI IMMERSIVE TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 11: GLOBAL MARKET FOR SEMI-IMMERSIVE TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 12: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 13: GLOBAL MARKET FOR DISTRIBUTED TECHNOLOGY USED IN VR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 14: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 15: GLOBAL MARKET FOR MOBILE-BASED TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 16: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 17: GLOBAL MARKET FOR WEARABLE TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 18: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 19: GLOBAL MARKET FOR VISION TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 20: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY SECTOR, 2014-2020 ($ MILLIONS)
    • FIGURE 21: GLOBAL MARKET FOR SPATIAL TECHNOLOGY USED IN AR BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 22: VR AND AR MARKET BY SECTORS
    • FIGURE 23: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 24: GLOBAL MARKET FOR VR USED IN HEALTHCARE BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 25: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 26: GLOBAL MARKET FOR AR USED IN HEALTHCARE BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 27: GLOBAL MARKET FOR VR USED IN GAMING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 28: GLOBAL MARKET FOR VR USED IN GAMING BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 29: GLOBAL MARKET FOR AR USED IN GAMING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 30: GLOBAL MARKET FOR AR USED IN GAMING BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 31: GLOBAL MARKET FOR VR USED IN EDUCATION BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 32: GLOBAL MARKET FOR VR USED IN EDUCATION BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 33: GLOBAL MARKET FOR AR USED IN EDUCATION BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 34: GLOBAL MARKET FOR AR USED IN EDUCATION BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 35: GLOBAL MARKET FOR VR USED IN MILITARY BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 36: GLOBAL MARKET FOR VR USED IN MILITARY BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 37: GLOBAL MARKET FOR AR USED IN MILITARY BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 38: GLOBAL MARKET FOR AR USED IN MILITARY BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 39: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 40: GLOBAL MARKET FOR VR USED IN INDUSTRIAL TRAINING BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 41: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 42: GLOBAL MARKET FOR AR USED IN INDUSTRIAL TRAINING BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 43: GLOBAL MARKET FOR VR USED IN OTHERS BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 44: GLOBAL MARKET FOR VR USED IN OTHERS BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 45: GLOBAL MARKET FOR AR USED IN OTHERS BY TECHNOLOGY, 2014-2020 ($ MILLIONS)
    • FIGURE 46: GLOBAL MARKET FOR AR USED IN OTHERS BY REGION, 2014-2020 ($ MILLIONS)
    • FIGURE 47: VR AND AR MARKET BY REGION
    • FIGURE 48: NUMBER OF AR PATENTS FILED ON YEARLY BASIS, 2012-2015
    • FIGURE 49: NUMBER OF VR PATENTS FILED ON YEARLY BASIS, 2012-2015
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