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市場調查報告書

擴增實境 (AR) 、虛擬實境 (VR) 的M&A、私募股權投資、專利申請分析

Augmented Reality and Virtual Reality M&A Private Equity Investment, and Patent Filing Analysis

出版商 MarketsandMarkets 商品編碼 356158
出版日期 內容資訊 英文 146 Pages
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擴增實境 (AR) 、虛擬實境 (VR) 的M&A、私募股權投資、專利申請分析 Augmented Reality and Virtual Reality M&A Private Equity Investment, and Patent Filing Analysis
出版日期: 2016年04月11日 內容資訊: 英文 146 Pages
簡介

本報告以擴增實境 (AR) 、虛擬實境 (VR) 的M&A為主題,提供各契約額、收購類型、終端用戶及各地區分類調查,最新的M&A趨勢,產業為基礎的AR & VR市場概要,主要元件、終端用戶市場區隔分析,專利、投資情形,主要的M&A策略,以及主要企業的簡介等彙整。

第1章 簡介

第2章 摘要整理

第3章 產業概要

第4章 市場動態

  • 簡介
  • 擴增實境的市場動態
    • 推動要素
    • 阻礙因素
    • 機會
    • 課題
  • 虛擬實境的市場動態

第5章 專利分析

  • 簡介
  • 美國、韓國主要的專利申請國
  • 專利申請的增加推動AR-VR市場
  • 北美領導AR-VR市場專利申請

第6章 投資分析

  • 簡介
  • 美國的投資者壟斷AR-VR投資
  • 來自APAC的投資擴大推動AR-VR的整體發展
  • 企業市場區隔AR-VR市場上最大的投資者
  • AR-VR市場上投資者

第7章 私募股權 (PE) 投資分析

  • 簡介
  • PE企業、投資的法規
  • PE投資的流程
  • 虛擬實境:PE投資
  • 擴增實境:PE投資
  • 企業簡介 (概要、產品與服務、財務、策略&發展趨勢)
    • MAGIC LEAP, INC.
    • JAUNT INC.
    • AVEGANT CORPORATION
    • MATTERPORT INC.
    • PLAYFUL CORPORATION
    • MINDMAZE SA
    • NEXTVR INC.
    • SKULLY INC.
    • META CO.
    • WEVR INC.
    • LEGEND3D INC

第8章 M&A:擴增實境、虛擬實境

  • 簡介
  • 擴增實境、虛擬實境的M&A趨勢
  • 資本投資為基礎的契約
  • 目標企業為基礎的契約
  • 交易數量為基礎的契約
  • M&A分析:各主要企業
  • M&A分析:對象各地區
  • 企業簡介 (概要、產品與服務、財務、策略&發展趨勢)
    • FACEBOOK INCORPORATION
    • APPLE INC.
    • MICROSOFT CORPORATION
    • INTEL CORPORATION
    • BLIPPAR INC.
    • QUALCOMM INC.
    • DAQRI LLC
    • ATHEER INC.
    • PTC
    • CYBERGLOVE SYSTEMS INC.

第9章 未來的產業藍圖

  • 簡介
  • 擴增實境、虛擬實境的發展階段
  • AR & VR 發展地方
    • 全面的產業策略
    • AR & VR 策略基準
    • 專利目標
  • 產業的影響成長流通管道
    • 競爭
    • 創新 & 生產率
    • 接受
  • 市場生命週期分析:各地區

第10章 附錄

圖表清單

目錄
Product Code: SE 4221

Growing emerging technologies such as the augmented reality and the virtual reality has increased number of the many tech giants to invest in this market, worldwide.

The usage of augmented reality and virtual reality is gaining traction with the increasing support of both hardware manufacturers and software developers in applications such as gaming, entertainment, retail, medical, defense among others. Various initiatives in R&D by the market players as well as by the research institutes indicate that there is huge potential for these technologies. The large tech companies have shown high interest in augmented technology through various acquisitions. The driving factors behind the increase in M&A activity include need to increase scale, substantial growth of startup companies, intense industry competition, and the need for companies to improve their technology, product, and services portfolio.

Hardware sectors includes a major focus for the growth of augmented reality and virtual reality market.

The manufacturing industries are significant in the augmented reality and virtual reality market that includes the further development of a prototype into final hardware components as augmented reality devices and software content development. Hardware components such as electronic and sensing parts are manufactured by vendors and then they are integrated by the device manufacturers such as HMDs. The head-mounted displays are being used as one of the products in the AR-VR market across various applications such as engineering, architecture, gaming, healthcare among others. The market for head mounted display (HMD) devices and software game developers is expected to grow rapidly.

Extensive research (which includes both primary and secondary) has been carried out to determine and verify the global market deals for several segments of the augmented reality and virtual reality market. Break-up of profile of primary participants is given below as:

  • By Company Type: Tier 1 - 45%, Tier 2-33% and Tier 3-22%
  • By Designation: C-level - 42%, Director-level- 33%, Others-25%
  • By Region: Americas-39%, Europe-25%, Asia-Pacific - 29%, RoW-7%

A number of research institutes are carrying out research in the augmented reality and virtual reality applications market for various products and applications. Some research institutes are being funded by the companies and some are being funded by the government which would be a valuable opportunity for the AR and VR tech industry players to tap the market.

Following companies are profiled in the report that includes merger and acquisition deals section:

  • 1. Facebook Incorporation (U.S.)
  • 2. Apple Inc. (U.S.)
  • 3. Microsoft Corporation (U.S.)
  • 4. Intel Corporation (U.S.)
  • 5. Blippar Inc. (U.S.)
  • 6. Qualcomm Inc. (U.S.)
  • 7. Daqri LLC (U.S.)
  • 8. Atheer Inc. (U.S.)
  • 9. PTC (U.S.)
  • 10. Cyberglove Systems Inc. (U.S.)

Following companies that were involved in the investments have been profiled on the basis of the investment amount that was funded in the company:

  • 1. MAGIC LEAP INC. (U.S.)
  • 2. Jaunt Inc. (U.S.)
  • 3. Avegant Corporation (U.S.)
  • 4. Matterport Inc. (U.S.)
  • 5. Playful Corporation (U.S.)
  • 6. Mindmaze SA (U.S.)
  • 7. NextVR Inc. (U.S.)
  • 8. SKULLY Inc. (U.S.)
  • 9. Meta Co. (U.S.)
  • 10. WEVR Inc. (U.S.)
  • 11. Legend3D Inc. (U.S.)

The report will help the market leaders/new entrants in the augmented reality and virtual reality market based companies in the following ways:

  • 1. This report categorizes M&A during 2013-2016 by deal value, acquirer type, end user, and geography with review of big ticket deals giving the buyers an insight into the latest M&A trends in the augmented reality and virtual reality market.
  • 2. The report also provides an overview of the augmented reality and virtual reality market based industry, analyzing key component segments and end user segments. Furthermore, stakeholders can get an understanding of the pulse of the M&A, patents and investment scenario with analysis of the drivers, restraints, challenges, and opportunities.
  • 3. The report also reviews key M&A strategies, private equity investors, and patents adopted by top semiconductor companies and highlights key strategies to be followed in the current industry scenario along with a brief analysis of potential acquisition targets.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. INDUSTRY DEFINITION
  • 1.3. STUDY SCOPE
    • 1.3.1. YEARS CONSIDERED FOR THE STUDY
    • 1.3.2. CURRENCY
  • 1.4. LIMITATIONS
  • 1.5. STAKEHOLDERS
  • 1.6. RESEARCH METHODOLOGY
    • 1.6.1. KEY DATA FROM SECONDARY SOURCES
    • 1.6.2. KEY DATA FROM PRIMARY SOURCES
    • 1.6.3. KEY INDUSTRY INSIGHTS

2. EXECUTIVE SUMMARY

3. INDUSTRY OVERVIEW

  • 3.1. INTRODUCTION
  • 3.2. VALUE CHAIN ANALYSIS
  • 3.3. PORTER'S FIVE FORCES ANALYSIS
    • 3.3.1. PORTER'S FIVE FORCES ANALYSIS OF AUGMENTED REALITY MARKET
      • 3.3.1.1. Bargaining power of suppliers
      • 3.3.1.2. Bargaining power of buyers
      • 3.3.1.3. Threat of new entrants
      • 3.3.1.4. Threat of substitutes
      • 3.3.1.5. Intensity of competitive rivalry
    • 3.3.2. PORTER'S FIVE FORCES ANALYSIS OF VIRTUAL REALITY MARKET
      • 3.3.2.1. Bargaining power of suppliers
      • 3.3.2.2. Bargaining power of buyers
      • 3.3.2.3. Threat of new entrants
      • 3.3.2.4. Threat of substitutes
      • 3.3.2.5. Intensity of competitive rivalry
  • 3.4. KEY INDUSTRY TRENDS AND COMPETITIVE SITUATION
    • 3.4.1. KEY INDUSTRY TRENDS IN THE AUGMENTED REALITY MARKET
    • 3.4.2. KEY INDUSTRY TRENDS IN THE VIRTUAL REALITY MARKET

4. MARKET DYNAMICS

  • 4.1. INTRODUCTION
  • 4.2. MARKET DYNAMICS FOR AUGMENTED REALITY
    • 4.2.1. DRIVERS
      • 4.2.1.1. Growing interest in augmented reality by most of the large tech companies
      • 4.2.1.2. Growing demand for augmented reality across various verticals
    • 4.2.2. RESTRAINTS
      • 4.2.2.1. Lack of awareness about augmented reality technology
      • 4.2.2.2. Development of AR depends on the advancements in computer and digital network
      • 4.2.2.3. Limited user interface affecting the navigation performance of augmented reality applications
      • 4.2.2.4. Limited processing power and inadequate storage
    • 4.2.3. OPPORTUNITIES
      • 4.2.3.1. Rising investments in the augmented reality market
      • 4.2.3.2. Increasing demand for AR devices and apps in the tourism vertical
      • 4.2.3.3. Opportunities in the e-commerce industry would help to penetrate the AR market
    • 4.2.4. CHALLENGES
      • 4.2.4.1. Low adoption due to privacy issue and complexity in the design
      • 4.2.4.2. Reconfiguration of AR application for different platforms
  • 4.3. MARKET DYNAMICS FOR VIRTUAL REALITY
    • 4.3.1. DRIVERS
      • 4.3.1.1. Penetration of head mounted displays (HMD) in gaming and entertainment verticals
      • 4.3.1.2. Decline in prices of hardware components
      • 4.3.1.3. More effective training and simulation using VR technology integrated devices
    • 4.3.2. RESTRAINTS
      • 4.3.2.1. Display latency and energy consumption affecting the overall performance of virtual reality devices
      • 4.3.2.2. Low resolution restrains the immersion of virtual reality
    • 4.3.3. OPPORTUNITIES
      • 4.3.3.1. Increasing capital investments
      • 4.3.3.2. Opportunity in healthcare industry for penetration of head mounted display (HMD)
    • 4.3.4. CHALLENGES
      • 4.3.4.1. Challenges to identify the level of details required in a VR Device for complete immersion

5. PATENT ANALYSIS

  • 5.1. INTRODUCTION
  • 5.2. U.S. AND SOUTH KOREA ARE THE MAJOR PATENT FILING NATIONS
  • 5.3. THE INCREASED PATENT FILINGS WILL BOOST THE AR-VR MARKET
  • 5.4. NORTH AMERICA IS LEADING IN PATENT FILING FOR AR-VR MARKET

6. INVESTOR ANALYSIS

  • 6.1. INTRODUCTION
  • 6.2. INVESTORS IN THE U.S. DOMINATE THE AR-VR INVESTMENTS
  • 6.3. INCREASED INVESTMENTS FROM APAC WILL BOOST THE OVERALL DEVELOPMENT OF AR-VR
  • 6.4. ENTERPRISE VERTICAL IS THE BIGGEST INVESTOR IN THE AR-VR MARKET
  • 6.5. INVESTORS IN THE AR-VR MARKET

7. PRIVATE EQUITY INVESTMENT ANALYSIS (Overview, Products and Services, Financials, Strategy & Development)*

  • 7.1. INTRODUCTION
  • 7.2. REGULATIONS FOR PE FIRMS AND INVESTMENTS
  • 7.3. PE INVESTMENT FLOW
    • 7.3.1. INVESTMENT FLOW, BASED ON THE ESTABLISHMENT YEAR OF THE COMPANY
    • 7.3.2. INVESTMENT FLOW, BASED ON TOTAL INVESTMENTS IN MARKET VALUE IN A PARTICULAR YEAR
  • 7.4. VIRTUAL REALITY: PRIVATE EQUITY INVESTMENTS
  • 7.5. AUGMENTED REALITY: PRIVATE EQUITY INVESTMENTS
  • 7.6. COMPANY PROFILE
    • 7.6.1. MAGIC LEAP, INC.
    • 7.6.2. JAUNT INC.
    • 7.6.3. AVEGANT CORPORATION
    • 7.6.4. MATTERPORT INC.
    • 7.6.5. PLAYFUL CORPORATION
    • 7.6.6. MINDMAZE SA
    • 7.6.7. NEXTVR INC.
    • 7.6.8. SKULLY INC.
    • 7.6.9. META CO.
    • 7.6.10. WEVR INC.
    • 7.6.11. LEGEND3D INC.

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

8. MERGERS AND ACQUISITIONS: AUGMENTED REALITY AND VIRTUAL REALITY (Overview, Products and Services, Financials, Strategy & Development)*

  • 8.1. INTRODUCTION
  • 8.2. M&A TRENDS IN AUGMENTED REALITY AND VIRTUAL REALITY
  • 8.3. DEALS BASED ON CAPITAL INVESTMENTS
  • 8.4. DEALS BASED ON TARGET COMPANY
  • 8.5. DEALS BASED ON DEAL VOLUME
  • 8.6. M&A ANALYSIS, BY KEY PLAYERS
  • 8.7. M&A ANALYSIS, BY GEOGRAPHICAL COVERAGE
  • 8.8. COMPANY PROFILE
    • 8.8.1. FACEBOOK INCORPORATION
    • 8.8.2. APPLE INC.
    • 8.8.3. MICROSOFT CORPORATION
    • 8.8.4. INTEL CORPORATION
    • 8.8.5. BLIPPAR INC.
    • 8.8.6. QUALCOMM INC.
    • 8.8.7. DAQRI LLC
    • 8.8.8. ATHEER INC.
    • 8.8.9. PTC
    • 8.8.10. CYBERGLOVE SYSTEMS INC.

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

9. FUTURE INDUSTRY ROADMAP

  • 9.1. INTRODUCTION
  • 9.2. EVOLUTION PHASE OF AUGMENTED REALITY AND VIRTUAL REALITY
  • 9.3. AR & VR EVOLVING SPACE
    • 9.3.1. COMPREHENSIVE INDUSTRY STRATEGY
    • 9.3.2. STRATEGIC BENCHMARKING OF AR&VR
    • 9.3.3. PATENT GOALS
  • 9.4. CHANNELS AFFECTING INDUSTRY GROWTH
    • 9.4.1. COMPETITION
    • 9.4.2. INNOVATION & PRODUCTIVITY
    • 9.4.3. ACCEPTANCE
  • 9.5. LIFE CYCLE ANALYSIS OF THE MARKET, BY REGION

10. APPENDIX

  • 10.1. INSIGHTS OF INDUSTRY EXPERTS
  • 10.2. DISCUSSION GUIDE
  • 10.3. KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 10.4. INTRODUCING RT: REAL TIME MARKET INTELLIGENCE
  • 10.5. AVAILABLE CUSTOMIZATIONS
  • 10.6. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: PORTER'S FIVE FORCES ANALYSIS: THREAT OF NEW ENTRANTS LIKELY TO HAVE MAXIMUM IMPACT ON THE OVERALL MARKET
  • TABLE 2: THREAT OF NEW ENTRANTS LIKELY TO HAVE MAJOR IMPACT ON THE OVERALL MARKET
  • TABLE 3: KEY INDUSTRY TRENDS IN THE AUGMENTED REALITY MARKET
  • TABLE 4: KEY INDUSTRY TRENDS IN THE VIRTUAL REALITY MARKET
  • TABLE 5: GROWING DEMAND FOR AUGMENTED REALITY IN RETAIL
  • TABLE 6: LIMITED USER INTERFACE DEVICES IN MOBILE-DRIVEN AUGMENTED REALITY IS A MAJOR PROBLEM FOR AR MARKET GROWTH
  • TABLE 7: INCREASING DEMAND FOR AR DEVICES AND APPS IN THE TOURISM VERTICAL
  • TABLE 8: THE GROWING DEMAND OF VIRTUAL REALITY IN GAMING AND ENTERTAINMENT
  • TABLE 9: DISPLAY LATENCY IS THE MAJOR ISSUE RESTRAINING THE GROWTH OF VIRTUAL REALITY MARKET
  • TABLE 10: OPPORTUNITY IN HEALTHCARE INDUSTRY TO DRIVE VR MARKET
  • TABLE 11: TO IDENTIFY THE LEVEL OF DETAILS NECESSARY FOR A USER TO ACCEPT THE ILLUSION IS A MAJOR CHALLENGE
  • TABLE 12: COUNTRY WISE PATENT FILING, 2012- 2016
  • TABLE 13: INVESTMENT IN THE COMPANIES ESTABLISHED IN 2015
  • TABLE 14: INVESTMENT IN THE COMPANIES ESTABLISHED IN 2014
  • TABLE 15: INVESTMENT IN THE COMPANIES ESTABLISHED IN 2013
  • TABLE 16: MAJOR INVESTMENTS IN THE AUGMENTED REALITY COMPANIES
  • TABLE 17: LIST OF M&A IN AUGMENTED REALITY
  • TABLE 18: LIST OF M&A IN VIRTUAL REALITY
  • TABLE 19: FACEBOOK INCORPORATION: FINANCIAL ANALYSIS, 2012-2015
  • TABLE 20: KEY FINANCIAL RATIO (2015)
  • TABLE 21: FINANCIAL STRENGTH (2015)
  • TABLE 22: APPLE INC.: FINANCIAL ANALYSIS, 2012-2015
  • TABLE 23: KEY FINANCIAL RATIO (2015)
  • TABLE 24: FINANCIAL STRENGTH (2015)
  • TABLE 25: MICROSOFT CORPORATION: FINANCIAL ANALYSIS, 2012-2015
  • TABLE 26: KEY FINANCIAL RATIO (2015)
  • TABLE 27: FINANCIAL STRENGTH (2015)
  • TABLE 28: INTEL CORPORATION: FINANCIAL ANALYSIS, 2012-2015
  • TABLE 29: KEY FINANCIAL RATIO (2015)
  • TABLE 30: FINANCIAL STRENGTH (2015)
  • TABLE 31: QUALCOMM INC.: FINANCIAL ANALYSIS, 2012-2015
  • TABLE 32: KEY FINANCIAL RATIO (2015)
  • TABLE 33: FINANCIAL STRENGTH (2015)

LIST OF FIGURES

  • FIGURE 1: INDUSTRIAL LANDSCAPE CLASSIFICATION
  • FIGURE 2: RESEARCH DESIGN
  • FIGURE 3: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2013-2020 (USD BILLION)
  • FIGURE 4: M&A DEALS, BASED ON TARGET COMPANY BETWEEN 2013 AND 2016
  • FIGURE 5: INVESTMENT ANALYSIS OF AR-VR FROM 2011 TO 2015
  • FIGURE 6: VENTURE CAPITAL FIRMS ARE THE BIGGEST INVESTORS IN THE AR-VR MARKET
  • FIGURE 7: PATENT FILINGS FOR AR-VR MARKET, 2012-2016
  • FIGURE 8: VALUE CHAIN ANALYSIS OF AUGMENTED REALITY (2015): MAJOR VALUE IS ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES
  • FIGURE 9: VALUE CHAIN ANALYSIS (2015) OF AUGMENTED REALITY AND VIRTUAL REALITY: MAJOR VALUE IS ADDED DURING MANUFACTURING AND ASSEMBLY STAGES
  • FIGURE 10: PORTER'S FIVE FORCES ANALYSIS OF AUGMENTED REALITY MARKET
  • FIGURE 11: AUGMENTED REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 12: BARGAINING POWER OF SUPPLIERS IS HIGH DUE TO MAXIMUM NUMBER OF SUPPLIERS IN THE MARKET AND THEIR FINANCIAL POWER
  • FIGURE 13: BARGAINING POWER OF BUYERS WILL BE MEDIUM BECAUSE OF LOW PRICE SENSITIVE MARKET AND HIGH PRODUCT DIFFERENTIATION
  • FIGURE 14: HIGH THREAT OF NEW ENTRANTS DUE TO COMPETITIVE MARKET SPACE WITH HIGH CAPITAL REQUIREMENTS
  • FIGURE 15: LOW THREATS OF SUBSTITUTES DUE TO LESS LEGISLATIVE REGULATIONS AND LOW QUALITY AND PERFORMANCE IN THE MARKET
  • FIGURE 16: INCREASE IN NUMBER OF PATENT FILINGS HAVE A HIGH IMPACT ON INTENSITY OF COMPETITIVE RIVALRY
  • FIGURE 17: PORTER'S FIVE FORCES ANALYSIS OF VIRTUAL REALITY MARKET
  • FIGURE 18: VIRTUAL REALITY MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 19: INCREASE IN NUMBER OF SUPPLIERS WOULD AFFECT THE BARGAINING POWER OF SUPPLIERS
  • FIGURE 20: BARGAINING POWER OF BUYERS IS HIGH BECAUSE OF INCREASE IN NUMBER OF SUPPLIERS IN THE MARKET
  • FIGURE 21: HIGH CAPITAL REQUIREMENT IS MAJOR THREAT TO NEW ENTRANTS
  • FIGURE 22: THREAT OF SUBSTITUTES HAS MEDIUM IMPACT IN THE MARKET DUE TO LOW COMPETITIVE PRICING AND MODERATE AVAILABILITY OF SUBSTITUTES
  • FIGURE 23: INTENSITY OF COMPETITIVE RIVALRY IS HIGH DUE TO HIGH ENTRY BARRIER AND EXISTING NUMBER OF PLAYERS
  • FIGURE 24: THE LARGE TECH COMPANIES ENTRY AND GROWING START-UPS WILL DRIVE THE GROWTH OF THE AR MARKET
  • FIGURE 25: AFFORDABLE HARDWARE WITH PENETRATION OF HEAD MOUNTED DISPLAY (HMD) FOR VARIOUS APPLICATIONS IS A DRIVING FORCE FOR VR MARKET
  • FIGURE 26: MAJOR PATENT FILING COMPANIES IN THE AR-VR MARKET, 2012-2016
  • FIGURE 27: PATENT FILINGS IN THE AR-VR MARKET, 2012-2016
  • FIGURE 28: NORTH AMERICA LED THE PATENT FILING BETWEEN 2012-2016
  • FIGURE 29: AUGMENTED REALITY GAINS MORE PATENT FILINGS THAN THE VIRTUAL REALITY
  • FIGURE 30: NUMBER OF MAJOR INVESTORS IN THE AR-VR VERTICAL, BY COUNTRY
  • FIGURE 31: INVESTMENTS IN AR & VR, BY REGION
  • FIGURE 32: MAJOR VENTURE CAPITAL INVESTORS IN THE AR-VR MARKET
  • FIGURE 33: MAJOR INVESTORS IN THE AR-VR MARKET
  • FIGURE 34: INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2015
  • FIGURE 35: INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2014
  • FIGURE 36: INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2013
  • FIGURE 37: INVESTMENT IN THE AR-VR START-UPS FOUNDED IN 2012
  • FIGURE 38: INVESTMENT IN THE AR-VR COMPANIES FOUNDED BEFORE 2012
  • FIGURE 39: INVESTMENT ANALYSIS OF AR-VR, BY FOUNDATION YEAR OF THE COMPANY
  • FIGURE 40: INVESTMENT ANALYSIS OF AR-VR COMPANIES FOR THE PERIOD 2011-2015
  • FIGURE 41: OVERALL INVESTMENT SHARE OF AUGMENTED REALITY VS. VIRTUAL REALITY
  • FIGURE 42: MAJOR INVESTMENTS IN GLOBAL VIRTUAL REALITY MARKET
  • FIGURE 43: U.S. VIRTUAL REALITY INVESTMENTS, BY COMPANY
  • FIGURE 44: GLOBAL VIRTUAL REALITY INVESTMENTS, BY GEOGRAPHY
  • FIGURE 45: PERCENTAGE SHARE OF INVESTMENT IN VIRTUAL REALITY
  • FIGURE 46: GLOBAL AUGMENTED REALITY INVESTMENTS
  • FIGURE 47: U.S. AUGMENTED REALITY INVESTMENTS
  • FIGURE 48: GLOBAL AUGMENTED REALITY INVESTMENTS, BY GEOGRAPHY
  • FIGURE 49: MAGIC LEAP, INC.: COMPANY SNAPSHOT
  • FIGURE 50: JAUNT INC.: COMPANY SNAPSHOT
  • FIGURE 51: AVEGANT CORPORATION: COMPANY SNAPSHOT
  • FIGURE 52: MATTERPORT INC.: COMPANY SNAPSHOT
  • FIGURE 53: PLAYFUL CORPORATION: COMPANY SNAPSHOT
  • FIGURE 54: MINDMAZE SA: COMPANY SNAPSHOT
  • FIGURE 55: NEXTVR INC.: COMPANY SNAPSHOT
  • FIGURE 56: SKULLY INC.: COMPANY SNAPSHOT
  • FIGURE 57: META CO.: COMPANY SNAPSHOT
  • FIGURE 58: WEVR INC.: COMPANY SNAPSHOT
  • FIGURE 59: LEGEND3D INC.: COMPANY SNAPSHOT
  • FIGURE 60: KEY TRENDS IN M&A UNDERTAKEN BY THE KEY PLAYERS IN AR-VR MARKET
  • FIGURE 61: MERGERS & ACQUISITIONS, BY DEAL VALUE BETWEEN 2013 AND 2016
  • FIGURE 62: TOP PLAYERS IN M&A BASED ON MAXIMUM INVESTMENTS (DEAL VALUE)
  • FIGURE 63: M&A DEALS, BASED ON TARGET COMPANY BETWEEN 2013 AND 2016
  • FIGURE 64: M&A BASED ON DEAL VOLUME BETWEEN YEAR 2014-2016
  • FIGURE 65: TOP PLAYERS WITH HIGHEST M&A TRANSACTION
  • FIGURE 66: GEOGRAPHIC LANDSCAPE: THE COMPANIES IN THE U.S. HAVE UNDERTAKEN THE MAXIMUM M&A
  • FIGURE 67: FACEBOOK INCORPORATION: COMPANY SNAPSHOT
  • FIGURE 68: FACEBOOK INCORPORATION: SWOT ANALYSIS
  • FIGURE 69: APPLE INC.: COMPANY SNAPSHOT
  • FIGURE 70: APPLE INC.: SWOT ANALYSIS
  • FIGURE 71: MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • FIGURE 72: MICROSOFT CORPORATION: SWOT ANALYSIS
  • FIGURE 73: INTEL CORPORATION: COMPANY SNAPSHOT
  • FIGURE 74: BLIPPAR INC.: COMPANY SNAPSHOT
  • FIGURE 75: QUALCOMM INC.: COMPANY SNAPSHOT
  • FIGURE 76: DAQRI LLC: COMPANY SNAPSHOT
  • FIGURE 77: ATHEER INC.: COMPANY SNAPSHOT
  • FIGURE 78: PTC: COMPANY SNAPSHOT
  • FIGURE 79: CYBERGLOVE SYSTEMS INC.: COMPANY SNAPSHOT
  • FIGURE 80: EVOLUTION OF VIRTUAL REALITY AND AUGMENTED REALITY
  • FIGURE 81: GAMING AND E-COMMERCE APPLICATION EXPECT TO GROW AT HIGHEST RATE IN THE NEAR FUTURE
  • FIGURE 82: AR AND VR TECHNOLOGY IS SET TO BOOM WITH THE INCREASED USE IN DIVERSE APPLICATIONS
  • FIGURE 83: CONSUMER VERTICAL EXPECTED TO WITNESS THE HIGHEST GROWTH IN THE VIRTUAL REALITY BETWEEN 2015 AND 2020
  • FIGURE 84: COMMERCIAL VERTICAL EXPECTED TO WITNESS THE HIGHEST GROWTH RATE BETWEEN 2015 AND 2020
  • FIGURE 85: AR&VR GROWTH STRATEGY
  • FIGURE 86: KEY DRIVERS AND RISK FACTORS FOR MERGER AND ACQUISITIONS DEALS
  • FIGURE 87: BENCHMARKING OF VR: ORGANIC AND INORGANIC GROWTH STRATEGIES FOR NEW PRODUCT AND TECHNOLOGY DEVELOPMENT
  • FIGURE 88: BENCHMARKING OF AR: KEY PLAYERS LARGELY ADOPTED THE STRATEGY OF NEW PRODUCT LAUNCHES
  • FIGURE 89: PATENT BENEFITS TO INDUSTRY PLAYERS
  • FIGURE 90: AR AND VR MARKET STAGE IN DIFFERENT REGIONS, 2015
  • FIGURE 91: MARKETSANDMARKETS KNOWLEDGE STORE SNAPSHOT
  • FIGURE 92: MARKETSANDMARKETS KNOWLEDGE STORE: SEMICONDUCTOR & ELECTRONICS INDUSTRY SNAPSHOT
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