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市場調查報告書
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1179511

增強現實和虛擬現實市場:按組織規模、應用、行業分類:2021-2031 年全球機會分析和行業預測

Augmented and Virtual Reality Market By Organization Size, By Application, By Industry Vertical : Global Opportunity Analysis and Industry Forecast, 2021-2031

出版日期: | 出版商: Allied Market Research | 英文 254 Pages | 商品交期: 2-3個工作天內

價格

增強和虛擬現實解決方案用於提供數字沉浸式用戶體驗,可用於各種行業的娛樂和商業應用。

虛擬現實是計算機生成的多感官體驗的廣義術語,可讓用戶體驗模擬環境並與之互動。 另一方面,增強現實通過數字創建的感知疊加來增強現實世界。 由於智能設備和連接解決方案的普及,預計全球增強現實和虛擬現實市場在預測期內將出現顯著增長。

移動遊戲行業的發展和不斷增加的互聯網連接將成為全球增強現實和虛擬現實市場的主要推動力。 此外,消費電子設備使用量的增加也有望刺激全球市場的增長。 然而,欠發達經濟體缺乏有效的用戶體驗設計以及增強現實和虛擬現實解決方案採用緩慢是製約市場增長的主要因素。 相反,各行業的技術進步和應用領域的增加有望為市場增長提供有利可圖的機會。

內容

第一章介紹

第 2 章執行摘要

第 3 章市場概述

  • 市場定義和範圍
  • 主要發現
    • 主要投資領域
  • 波特的五力分析
  • 主要公司的定位
  • 市場動態
    • 司機
    • 約束因素
    • 機會
  • COVID-19 影響分析

第 4 章增強現實和虛擬現實市場:按組織規模分類

  • 概覽
    • 市場規模和預測
  • 大公司
    • 主要市場趨勢、增長動力和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 中小企業
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 5 章增強現實和虛擬現實市場:按應用分類

  • 概覽
    • 市場規模和預測
  • 對於消費者
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 對於公司
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 6 章增強現實和虛擬現實市場:按行業分類

  • 概覽
    • 市場規模和預測
  • 遊戲
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 娛樂和媒體
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 航空航天與國防
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 醫療保健
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 教育
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 製造業
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 零售
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類
  • 其他
    • 主要市場趨勢、增長因素和機遇
    • 市場規模和預測:按地區
    • 市場分析:按國家/地區分類

第 7 章增強現實和虛擬現實市場:按地區

  • 概覽
    • 市場規模和預測
  • 北美
    • 主要趨勢和機會
    • 北美市場規模和預測:按組織規模
    • 北美市場規模和預測:按應用分類
    • 北美市場的市場規模和預測:按行業
    • 北美市場規模和預測:按國家/地區分類
      • 美國
      • 加拿大
  • 歐洲
    • 主要趨勢和機會
    • 歐洲市場規模和預測:按組織規模
    • 歐洲市場規模和預測:按應用分類
    • 歐洲市場規模和預測:按行業
    • 歐洲市場規模和預測:按國家/地區分類
      • 英國
      • 德國
      • 法國
      • 意大利
      • 西班牙
      • 荷蘭
      • 其他歐洲
  • 亞太地區
    • 主要趨勢和機會
    • 按組織規模劃分的亞太地區市場規模和預測
    • 亞太地區的市場規模和預測:按應用分類
    • 亞太地區的市場規模和預測:按行業
    • 亞太地區的市場規模和預測:按國家/地區分類
      • 中國
      • 日本
      • 韓國
      • 澳大利亞
      • 印度
      • 其他亞太地區
  • 拉美
    • 主要趨勢和機會
    • LAMEA 市場規模和預測:按組織規模
    • LAMEA 市場規模和預測:按應用分類
    • LAMEA 市場規模和預測:按行業
    • LAMEA 市場規模和預測:按國家/地區分類
      • 拉丁美洲
      • 中東
      • 非洲

第八章公司情況

  • 介紹
  • 關鍵成功策略
  • 10 家主要公司的產品映射
  • 比賽儀表板
  • 競爭熱圖
  • 主要發展

第九章公司簡介

  • Alphabet
  • DAQRI
  • Facebook
  • HTC
  • Magic Leap, Inc.
  • Microsoft Corporation
  • OSTERHOUT DESIGN GROUP
  • Samsung Electronics Co., Ltd
  • SONY CORPORATION
  • Wikitude GmbH
Product Code: A01805

Augmented and virtual reality solutions are used to offer digital immersive user experience that can be used for entertainment and business applications among various industry verticals. Virtual reality is an extensive term for a multi-sensory computer-generated experience, which enables users to experience and interact with a simulated environment. On the contrary, augmented reality enhances the real world using digitally produced perceptual overlays. The global augmented and virtual reality market is anticipated to witness significant growth during the forecast period, owing to increase in penetration of smart devices and connected solutions.

Growth of the mobile gaming industry and increase in internet connectivity act as the key drivers of the global augmented and virtual reality market. In addition, increase in use of consumer electronic devices is expected to fuel the growth of the global market. However, lack of effective user experience design and slow adoption of augmented and virtual reality solutions among underdeveloped economies are the major factors that impede the market growth. Conversely, technological advancements and rise in application areas among various industry verticals are expected to provide lucrative opportunities for the market growth.

The global augmented and virtual reality market is segmented based on organization size, application, industry vertical, and region. On the basis of organization size, the market is fragmented into large enterprises and small & medium sized enterprises. In terms of application, the market is bifurcated into consumer and enterprise. Depending on industry vertical, it is segregated into gaming, entertainment & media, aerospace & defense, healthcare, education, manufacturing, retail, and others. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The global augmented and virtual reality market is dominated by key players such as Google Inc., Sony, Magic Leap, Inc., HTC Corporation, Microsoft Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co., Ltd., and Wikitude.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the augmented and virtual reality market analysis from 2021 to 2031 to identify the prevailing augmented and virtual reality market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the augmented and virtual reality market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global augmented and virtual reality market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Organization Size

  • Large Enterprises
  • SMEs

By Application

  • Consumer
  • Enterprise

By Industry Vertical

  • Gaming
  • Entertainment and Media
  • Aerospace and Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • Netherlands
    • Rest Of Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Australia
    • India
    • Rest Of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa
  • Key Market Players
    • Alphabet
    • DAQRI
    • Facebook
    • HTC
    • Magic Leap, Inc.
    • Microsoft Corporation
    • OSTERHOUT DESIGN GROUP
    • Samsung Electronics Co., Ltd
    • SONY CORPORATION
    • Wikitude GmbH

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market

CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Large Enterprises
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 SMEs
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country

CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 Consumer
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Enterprise
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country

CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 Gaming
    • 6.2.1 Key market trends, growth factors and opportunities
    • 6.2.2 Market size and forecast, by region
    • 6.2.3 Market analysis by country
  • 6.3 Entertainment and Media
    • 6.3.1 Key market trends, growth factors and opportunities
    • 6.3.2 Market size and forecast, by region
    • 6.3.3 Market analysis by country
  • 6.4 Aerospace and Defense
    • 6.4.1 Key market trends, growth factors and opportunities
    • 6.4.2 Market size and forecast, by region
    • 6.4.3 Market analysis by country
  • 6.5 Healthcare
    • 6.5.1 Key market trends, growth factors and opportunities
    • 6.5.2 Market size and forecast, by region
    • 6.5.3 Market analysis by country
  • 6.6 Education
    • 6.6.1 Key market trends, growth factors and opportunities
    • 6.6.2 Market size and forecast, by region
    • 6.6.3 Market analysis by country
  • 6.7 Manufacturing
    • 6.7.1 Key market trends, growth factors and opportunities
    • 6.7.2 Market size and forecast, by region
    • 6.7.3 Market analysis by country
  • 6.8 Retail
    • 6.8.1 Key market trends, growth factors and opportunities
    • 6.8.2 Market size and forecast, by region
    • 6.8.3 Market analysis by country
  • 6.9 Others
    • 6.9.1 Key market trends, growth factors and opportunities
    • 6.9.2 Market size and forecast, by region
    • 6.9.3 Market analysis by country

CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION

  • 7.1 Overview
    • 7.1.1 Market size and forecast
  • 7.2 North America
    • 7.2.1 Key trends and opportunities
    • 7.2.2 North America Market size and forecast, by Organization Size
    • 7.2.3 North America Market size and forecast, by Application
    • 7.2.4 North America Market size and forecast, by Industry Vertical
    • 7.2.5 North America Market size and forecast, by country
      • 7.2.5.1 U.S.
      • 7.2.5.1.1 Market size and forecast, by Organization Size
      • 7.2.5.1.2 Market size and forecast, by Application
      • 7.2.5.1.3 Market size and forecast, by Industry Vertical
      • 7.2.5.2 Canada
      • 7.2.5.2.1 Market size and forecast, by Organization Size
      • 7.2.5.2.2 Market size and forecast, by Application
      • 7.2.5.2.3 Market size and forecast, by Industry Vertical
  • 7.3 Europe
    • 7.3.1 Key trends and opportunities
    • 7.3.2 Europe Market size and forecast, by Organization Size
    • 7.3.3 Europe Market size and forecast, by Application
    • 7.3.4 Europe Market size and forecast, by Industry Vertical
    • 7.3.5 Europe Market size and forecast, by country
      • 7.3.5.1 UK
      • 7.3.5.1.1 Market size and forecast, by Organization Size
      • 7.3.5.1.2 Market size and forecast, by Application
      • 7.3.5.1.3 Market size and forecast, by Industry Vertical
      • 7.3.5.2 Germany
      • 7.3.5.2.1 Market size and forecast, by Organization Size
      • 7.3.5.2.2 Market size and forecast, by Application
      • 7.3.5.2.3 Market size and forecast, by Industry Vertical
      • 7.3.5.3 France
      • 7.3.5.3.1 Market size and forecast, by Organization Size
      • 7.3.5.3.2 Market size and forecast, by Application
      • 7.3.5.3.3 Market size and forecast, by Industry Vertical
      • 7.3.5.4 Italy
      • 7.3.5.4.1 Market size and forecast, by Organization Size
      • 7.3.5.4.2 Market size and forecast, by Application
      • 7.3.5.4.3 Market size and forecast, by Industry Vertical
      • 7.3.5.5 Spain
      • 7.3.5.5.1 Market size and forecast, by Organization Size
      • 7.3.5.5.2 Market size and forecast, by Application
      • 7.3.5.5.3 Market size and forecast, by Industry Vertical
      • 7.3.5.6 Netherlands
      • 7.3.5.6.1 Market size and forecast, by Organization Size
      • 7.3.5.6.2 Market size and forecast, by Application
      • 7.3.5.6.3 Market size and forecast, by Industry Vertical
      • 7.3.5.7 Rest of Europe
      • 7.3.5.7.1 Market size and forecast, by Organization Size
      • 7.3.5.7.2 Market size and forecast, by Application
      • 7.3.5.7.3 Market size and forecast, by Industry Vertical
  • 7.4 Asia-Pacific
    • 7.4.1 Key trends and opportunities
    • 7.4.2 Asia-Pacific Market size and forecast, by Organization Size
    • 7.4.3 Asia-Pacific Market size and forecast, by Application
    • 7.4.4 Asia-Pacific Market size and forecast, by Industry Vertical
    • 7.4.5 Asia-Pacific Market size and forecast, by country
      • 7.4.5.1 China
      • 7.4.5.1.1 Market size and forecast, by Organization Size
      • 7.4.5.1.2 Market size and forecast, by Application
      • 7.4.5.1.3 Market size and forecast, by Industry Vertical
      • 7.4.5.2 Japan
      • 7.4.5.2.1 Market size and forecast, by Organization Size
      • 7.4.5.2.2 Market size and forecast, by Application
      • 7.4.5.2.3 Market size and forecast, by Industry Vertical
      • 7.4.5.3 South Korea
      • 7.4.5.3.1 Market size and forecast, by Organization Size
      • 7.4.5.3.2 Market size and forecast, by Application
      • 7.4.5.3.3 Market size and forecast, by Industry Vertical
      • 7.4.5.4 Australia
      • 7.4.5.4.1 Market size and forecast, by Organization Size
      • 7.4.5.4.2 Market size and forecast, by Application
      • 7.4.5.4.3 Market size and forecast, by Industry Vertical
      • 7.4.5.5 India
      • 7.4.5.5.1 Market size and forecast, by Organization Size
      • 7.4.5.5.2 Market size and forecast, by Application
      • 7.4.5.5.3 Market size and forecast, by Industry Vertical
      • 7.4.5.6 Rest of Asia-Pacific
      • 7.4.5.6.1 Market size and forecast, by Organization Size
      • 7.4.5.6.2 Market size and forecast, by Application
      • 7.4.5.6.3 Market size and forecast, by Industry Vertical
  • 7.5 LAMEA
    • 7.5.1 Key trends and opportunities
    • 7.5.2 LAMEA Market size and forecast, by Organization Size
    • 7.5.3 LAMEA Market size and forecast, by Application
    • 7.5.4 LAMEA Market size and forecast, by Industry Vertical
    • 7.5.5 LAMEA Market size and forecast, by country
      • 7.5.5.1 Latin America
      • 7.5.5.1.1 Market size and forecast, by Organization Size
      • 7.5.5.1.2 Market size and forecast, by Application
      • 7.5.5.1.3 Market size and forecast, by Industry Vertical
      • 7.5.5.2 Middle East
      • 7.5.5.2.1 Market size and forecast, by Organization Size
      • 7.5.5.2.2 Market size and forecast, by Application
      • 7.5.5.2.3 Market size and forecast, by Industry Vertical
      • 7.5.5.3 Africa
      • 7.5.5.3.1 Market size and forecast, by Organization Size
      • 7.5.5.3.2 Market size and forecast, by Application
      • 7.5.5.3.3 Market size and forecast, by Industry Vertical

CHAPTER 8: COMPANY LANDSCAPE

  • 8.1. Introduction
  • 8.2. Top winning strategies
  • 8.3. Product Mapping of Top 10 Player
  • 8.4. Competitive Dashboard
  • 8.5. Competitive Heatmap
  • 8.6. Key developments

CHAPTER 9: COMPANY PROFILES

  • 9.1 Alphabet
    • 9.1.1 Company overview
    • 9.1.2 Company snapshot
    • 9.1.3 Operating business segments
    • 9.1.4 Product portfolio
    • 9.1.5 Business performance
    • 9.1.6 Key strategic moves and developments
  • 9.2 DAQRI
    • 9.2.1 Company overview
    • 9.2.2 Company snapshot
    • 9.2.3 Operating business segments
    • 9.2.4 Product portfolio
    • 9.2.5 Business performance
    • 9.2.6 Key strategic moves and developments
  • 9.3 Facebook
    • 9.3.1 Company overview
    • 9.3.2 Company snapshot
    • 9.3.3 Operating business segments
    • 9.3.4 Product portfolio
    • 9.3.5 Business performance
    • 9.3.6 Key strategic moves and developments
  • 9.4 HTC
    • 9.4.1 Company overview
    • 9.4.2 Company snapshot
    • 9.4.3 Operating business segments
    • 9.4.4 Product portfolio
    • 9.4.5 Business performance
    • 9.4.6 Key strategic moves and developments
  • 9.5 Magic Leap, Inc.
    • 9.5.1 Company overview
    • 9.5.2 Company snapshot
    • 9.5.3 Operating business segments
    • 9.5.4 Product portfolio
    • 9.5.5 Business performance
    • 9.5.6 Key strategic moves and developments
  • 9.6 Microsoft Corporation
    • 9.6.1 Company overview
    • 9.6.2 Company snapshot
    • 9.6.3 Operating business segments
    • 9.6.4 Product portfolio
    • 9.6.5 Business performance
    • 9.6.6 Key strategic moves and developments
  • 9.7 OSTERHOUT DESIGN GROUP
    • 9.7.1 Company overview
    • 9.7.2 Company snapshot
    • 9.7.3 Operating business segments
    • 9.7.4 Product portfolio
    • 9.7.5 Business performance
    • 9.7.6 Key strategic moves and developments
  • 9.8 Samsung Electronics Co., Ltd
    • 9.8.1 Company overview
    • 9.8.2 Company snapshot
    • 9.8.3 Operating business segments
    • 9.8.4 Product portfolio
    • 9.8.5 Business performance
    • 9.8.6 Key strategic moves and developments
  • 9.9 SONY CORPORATION
    • 9.9.1 Company overview
    • 9.9.2 Company snapshot
    • 9.9.3 Operating business segments
    • 9.9.4 Product portfolio
    • 9.9.5 Business performance
    • 9.9.6 Key strategic moves and developments
  • 9.10 Wikitude GmbH
    • 9.10.1 Company overview
    • 9.10.2 Company snapshot
    • 9.10.3 Operating business segments
    • 9.10.4 Product portfolio
    • 9.10.5 Business performance
    • 9.10.6 Key strategic moves and developments

LIST OF TABLES

  • TABLE 1. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 2. AUGMENTED AND VIRTUAL REALITY MARKET, FOR LARGE ENTERPRISES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 3. AUGMENTED AND VIRTUAL REALITY MARKET FOR LARGE ENTERPRISES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 4. AUGMENTED AND VIRTUAL REALITY MARKET, FOR SMES, BY REGION, 2021-2031 ($MILLION)
  • TABLE 5. AUGMENTED AND VIRTUAL REALITY MARKET FOR SMES, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 6. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 7. AUGMENTED AND VIRTUAL REALITY MARKET, FOR CONSUMER, BY REGION, 2021-2031 ($MILLION)
  • TABLE 8. AUGMENTED AND VIRTUAL REALITY MARKET FOR CONSUMER, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 9. AUGMENTED AND VIRTUAL REALITY MARKET, FOR ENTERPRISE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 10. AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERPRISE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 11. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 12. AUGMENTED AND VIRTUAL REALITY MARKET, FOR GAMING, BY REGION, 2021-2031 ($MILLION)
  • TABLE 13. AUGMENTED AND VIRTUAL REALITY MARKET FOR GAMING, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 14. AUGMENTED AND VIRTUAL REALITY MARKET, FOR ENTERTAINMENT AND MEDIA, BY REGION, 2021-2031 ($MILLION)
  • TABLE 15. AUGMENTED AND VIRTUAL REALITY MARKET FOR ENTERTAINMENT AND MEDIA, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 16. AUGMENTED AND VIRTUAL REALITY MARKET, FOR AEROSPACE AND DEFENSE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 17. AUGMENTED AND VIRTUAL REALITY MARKET FOR AEROSPACE AND DEFENSE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 18. AUGMENTED AND VIRTUAL REALITY MARKET, FOR HEALTHCARE, BY REGION, 2021-2031 ($MILLION)
  • TABLE 19. AUGMENTED AND VIRTUAL REALITY MARKET FOR HEALTHCARE, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 20. AUGMENTED AND VIRTUAL REALITY MARKET, FOR EDUCATION, BY REGION, 2021-2031 ($MILLION)
  • TABLE 21. AUGMENTED AND VIRTUAL REALITY MARKET FOR EDUCATION, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 22. AUGMENTED AND VIRTUAL REALITY MARKET, FOR MANUFACTURING, BY REGION, 2021-2031 ($MILLION)
  • TABLE 23. AUGMENTED AND VIRTUAL REALITY MARKET FOR MANUFACTURING, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 24. AUGMENTED AND VIRTUAL REALITY MARKET, FOR RETAIL, BY REGION, 2021-2031 ($MILLION)
  • TABLE 25. AUGMENTED AND VIRTUAL REALITY MARKET FOR RETAIL, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 26. AUGMENTED AND VIRTUAL REALITY MARKET, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
  • TABLE 27. AUGMENTED AND VIRTUAL REALITY MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 28. AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION, 2021-2031 ($MILLION)
  • TABLE 29. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 30. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 31. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 32. NORTH AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 33. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 34. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 35. U.S. AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 36. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 37. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 38. CANADA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 39. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 40. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 41. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 42. EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 43. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 44. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 45. UK AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 46. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 47. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 48. GERMANY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 49. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 50. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 51. FRANCE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 52. ITALY AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 53. ITALY AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 54. ITALY AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 55. SPAIN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 56. SPAIN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 57. SPAIN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 58. NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 59. NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 60. NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 61. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 62. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 63. REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 64. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 65. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 66. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 67. ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 68. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 69. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 70. CHINA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 71. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 72. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 73. JAPAN AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 74. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 75. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 76. SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 77. AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 78. AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 79. AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 80. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 81. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 82. INDIA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 83. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 84. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 85. REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 86. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 87. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 88. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 89. LAMEA AUGMENTED AND VIRTUAL REALITY MARKET, BY COUNTRY, 2021-2031 ($MILLION)
  • TABLE 90. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 91. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 92. LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 93. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 94. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 95. MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 96. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE, 2021-2031 ($MILLION)
  • TABLE 97. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION, 2021-2031 ($MILLION)
  • TABLE 98. AFRICA AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL, 2021-2031 ($MILLION)
  • TABLE 99.ALPHABET: COMPANY SNAPSHOT
  • TABLE 100.ALPHABET: OPERATING SEGMENTS
  • TABLE 101.ALPHABET: PRODUCT PORTFOLIO
  • TABLE 102.ALPHABET: NET SALES,
  • TABLE 103.ALPHABET: KEY STRATERGIES
  • TABLE 104.DAQRI: COMPANY SNAPSHOT
  • TABLE 105.DAQRI: OPERATING SEGMENTS
  • TABLE 106.DAQRI: PRODUCT PORTFOLIO
  • TABLE 107.DAQRI: NET SALES,
  • TABLE 108.DAQRI: KEY STRATERGIES
  • TABLE 109.FACEBOOK: COMPANY SNAPSHOT
  • TABLE 110.FACEBOOK: OPERATING SEGMENTS
  • TABLE 111.FACEBOOK: PRODUCT PORTFOLIO
  • TABLE 112.FACEBOOK: NET SALES,
  • TABLE 113.FACEBOOK: KEY STRATERGIES
  • TABLE 114.HTC: COMPANY SNAPSHOT
  • TABLE 115.HTC: OPERATING SEGMENTS
  • TABLE 116.HTC: PRODUCT PORTFOLIO
  • TABLE 117.HTC: NET SALES,
  • TABLE 118.HTC: KEY STRATERGIES
  • TABLE 119.MAGIC LEAP, INC.: COMPANY SNAPSHOT
  • TABLE 120.MAGIC LEAP, INC.: OPERATING SEGMENTS
  • TABLE 121.MAGIC LEAP, INC.: PRODUCT PORTFOLIO
  • TABLE 122.MAGIC LEAP, INC.: NET SALES,
  • TABLE 123.MAGIC LEAP, INC.: KEY STRATERGIES
  • TABLE 124.MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • TABLE 125.MICROSOFT CORPORATION: OPERATING SEGMENTS
  • TABLE 126.MICROSOFT CORPORATION: PRODUCT PORTFOLIO
  • TABLE 127.MICROSOFT CORPORATION: NET SALES,
  • TABLE 128.MICROSOFT CORPORATION: KEY STRATERGIES
  • TABLE 129.OSTERHOUT DESIGN GROUP: COMPANY SNAPSHOT
  • TABLE 130.OSTERHOUT DESIGN GROUP: OPERATING SEGMENTS
  • TABLE 131.OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
  • TABLE 132.OSTERHOUT DESIGN GROUP: NET SALES,
  • TABLE 133.OSTERHOUT DESIGN GROUP: KEY STRATERGIES
  • TABLE 134.SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT
  • TABLE 135.SAMSUNG ELECTRONICS CO., LTD: OPERATING SEGMENTS
  • TABLE 136.SAMSUNG ELECTRONICS CO., LTD: PRODUCT PORTFOLIO
  • TABLE 137.SAMSUNG ELECTRONICS CO., LTD: NET SALES,
  • TABLE 138.SAMSUNG ELECTRONICS CO., LTD: KEY STRATERGIES
  • TABLE 139.SONY CORPORATION: COMPANY SNAPSHOT
  • TABLE 140.SONY CORPORATION: OPERATING SEGMENTS
  • TABLE 141.SONY CORPORATION: PRODUCT PORTFOLIO
  • TABLE 142.SONY CORPORATION: NET SALES,
  • TABLE 143.SONY CORPORATION: KEY STRATERGIES
  • TABLE 144.WIKITUDE GMBH: COMPANY SNAPSHOT
  • TABLE 145.WIKITUDE GMBH: OPERATING SEGMENTS
  • TABLE 146.WIKITUDE GMBH: PRODUCT PORTFOLIO
  • TABLE 147.WIKITUDE GMBH: NET SALES,
  • TABLE 148.WIKITUDE GMBH: KEY STRATERGIES

LIST OF FIGURES

  • FIGURE 1.AUGMENTED AND VIRTUAL REALITY MARKET SEGMENTATION
  • FIGURE 2.AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031
  • FIGURE 3.AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031
  • FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
  • FIGURE 5.PORTER FIVE-1
  • FIGURE 6.PORTER FIVE-2
  • FIGURE 7.PORTER FIVE-3
  • FIGURE 8.PORTER FIVE-4
  • FIGURE 9.PORTER FIVE-5
  • FIGURE 10.TOP PLAYER POSITIONING
  • FIGURE 11.AUGMENTED AND VIRTUAL REALITY MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 12.AUGMENTED AND VIRTUAL REALITY MARKET,BY ORGANIZATION SIZE,2021(%)
  • FIGURE 13.COMPARATIVE SHARE ANALYSIS OF LARGE ENTERPRISES AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 14.COMPARATIVE SHARE ANALYSIS OF SMES AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 15.AUGMENTED AND VIRTUAL REALITY MARKET,BY APPLICATION,2021(%)
  • FIGURE 16.COMPARATIVE SHARE ANALYSIS OF CONSUMER AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 17.COMPARATIVE SHARE ANALYSIS OF ENTERPRISE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 18.AUGMENTED AND VIRTUAL REALITY MARKET,BY INDUSTRY VERTICAL,2021(%)
  • FIGURE 19.COMPARATIVE SHARE ANALYSIS OF GAMING AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 20.COMPARATIVE SHARE ANALYSIS OF ENTERTAINMENT AND MEDIA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 21.COMPARATIVE SHARE ANALYSIS OF AEROSPACE AND DEFENSE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 22.COMPARATIVE SHARE ANALYSIS OF HEALTHCARE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 23.COMPARATIVE SHARE ANALYSIS OF EDUCATION AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 24.COMPARATIVE SHARE ANALYSIS OF MANUFACTURING AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 25.COMPARATIVE SHARE ANALYSIS OF RETAIL AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 26.COMPARATIVE SHARE ANALYSIS OF OTHERS AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031(%)
  • FIGURE 27.AUGMENTED AND VIRTUAL REALITY MARKET BY REGION,2021
  • FIGURE 28.U.S. AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 29.CANADA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 30.UK AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 31.GERMANY AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 32.FRANCE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 33.ITALY AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 34.SPAIN AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 35.NETHERLANDS AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 36.REST OF EUROPE AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 37.CHINA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 38.JAPAN AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 39.SOUTH KOREA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 40.AUSTRALIA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 41.INDIA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 42.REST OF ASIA-PACIFIC AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 43.LATIN AMERICA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 44.MIDDLE EAST AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 45.AFRICA AUGMENTED AND VIRTUAL REALITY MARKET,2021-2031($MILLION)
  • FIGURE 46. TOP WINNING STRATEGIES, BY YEAR
  • FIGURE 47. TOP WINNING STRATEGIES, BY DEVELOPMENT
  • FIGURE 48. TOP WINNING STRATEGIES, BY COMPANY
  • FIGURE 49.PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 50.COMPETITIVE DASHBOARD
  • FIGURE 51.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
  • FIGURE 52.ALPHABET.: NET SALES ,($MILLION)
  • FIGURE 53.DAQRI.: NET SALES ,($MILLION)
  • FIGURE 54.FACEBOOK.: NET SALES ,($MILLION)
  • FIGURE 55.HTC.: NET SALES ,($MILLION)
  • FIGURE 56.MAGIC LEAP, INC..: NET SALES ,($MILLION)
  • FIGURE 57.MICROSOFT CORPORATION.: NET SALES ,($MILLION)
  • FIGURE 58.OSTERHOUT DESIGN GROUP.: NET SALES ,($MILLION)
  • FIGURE 59.SAMSUNG ELECTRONICS CO., LTD.: NET SALES ,($MILLION)
  • FIGURE 60.SONY CORPORATION.: NET SALES ,($MILLION)
  • FIGURE 61.WIKITUDE GMBH.: NET SALES ,($MILLION)