市場調查報告書
商品編碼
799144

AR (擴增實境) 及VR (虛擬實境)的全球市場預測

Global Augmented Reality and Virtual Reality Market: by Product Type, by Application, and Region - Forecast till 2025

出版日期: | 出版商: Market Research Future | 英文 94 Pages | 訂單完成後即時交付

價格
  • 全貌
  • 簡介
  • 目錄
簡介

本報告涵括AR (擴增實境) 及VR (虛擬實境)的全球市場,透過市場成長促進因素,市場機會,趨勢,以及市場競爭情形的廣泛調查,來進行市場現狀分析以及未來預測。同時更提供市場各產品類型,各應用領域,及各地區類別之詳細分析與預測。

第1章 摘要整理

第2章 市場概論

  • 市場定義
  • 調查範圍
  • 市場結構

第3章 市場預測

第4章 調查手法

第5章 市場情形

  • 波特的五力分析
  • AR及VR市場價值鏈/供應鏈分析

第6章 市場動態

  • 序論
  • 市場成長促進因素
  • 市場機會
  • 市場趨勢

第7章 AR及VR的全球市場的各產品類型分析

  • 概要
    • 非身臨其境型系統
    • 半身臨其境型投影系統
    • 全身臨其境型頭戴系統

第8章 AR及VR的全球市場的各應用領域分析

  • 概要
    • 教育及訓練
    • 電玩遊戲
    • 媒體
    • 旅遊業
    • 社群媒體

第9章 AR及VR的全球市場的各地區分析

  • 序論
  • 美國
  • 歐洲
  • 中國
  • 日本
  • 東南亞
  • 中南美

第10章 市場競爭情形

  • 市場競爭情形

第11章 企業簡介

  • Google LLC
  • Blippar.com
  • EON Reality Inc.
  • Augmented Pixels Inc.
  • HP Inc.
  • DAQRI LLC
  • Wikitude GmbH
  • Terminal Eleven (SkyView)
  • Zapper Limited
  • awe.org Pty Ltd(buildar.com)
  • Virtalis Limited
  • Facebook Inc.
  • Samsung Group
  • Microsoft Corporation
  • HTC Corporation
  • SONY株式會社
目錄

Global Augmented Reality and Virtual Reality Market: by Product Type (Non-immersive Systems, Semi-Immersive Projection System, Fully-Immersive Head Mounted Systems), by Application (Education & Training, Video Games, Media, Tourism, Social Media), and Region - Forecast till 2025

Market analysis

Virtual reality and augmented reality is currently taking the consumer driven world forward. Its mainly concentrates on various commercial sectors, for example, medicinal services and life sciences, gaming, and education. By joining the equipment and programming of parts, the virtual reality copies the surrounding and displays it on a 3D scale. The augmented reality on the other hand, mixes the virtual and the real world by making use of software kit platforms. It uses simple equipment including tablets and smartphones that makes the augmented reality more accessible. The boom in the gaming industry is one of the major factors behind the growth of the Global Augmented Reality and Virtual Reality Market. The global augmented reality and virtual reality market is growing at 73.3% CAGR during the forecast period (2018-2025) and is expected to cross the value of USD 767.67 billion by 2025.

Market segmentation

Based on its product, the global augmented reality and virtual reality market is segmented into semi-immersive projection system, non-immersive systems, and fully-immersive head mounted systems. On the basis of its application, the market is divided into video games, education & training, media, social media and tourism.

Regional analysis

Geographically, the global augmented reality and virtual reality market is divided into global regions like Europe, North America, Asia- Pacific, Middle East, LATAM, and Africa.

Major players

Major players in the augmented reality and virtual reality market include names like DAQRI LLC (U.S.), Wikitude GmbH (Austria), Terminal Eleven (SkyView), HTC Corporation (Taiwan), and Sony Corporation (Japan), Zapper Limited (U.S.), Google LLC (U.S.), Blippar.com (U.K.), EON Reality Inc. (U.S.), Augmented Pixels Inc. (U.S.), HP Inc. (U.S.), Facebook Inc. (U.S.), Samsung Group (South Korea), Microsoft Corporation (U.S.), among others.

Table of Contents

1 Executive Summary

2 Scope of the Report

  • 2.1 Market Definition
  • 2.2 Scope of the Study
    • 2.2.1 Research Objectives
    • 2.2.2 Assumption & Limitations
  • 2.3 Market Structure

3 Market Insights

4 Research Methodology

  • 4.1 Research Process
  • 4.2 Secondary Research
  • 4.3 Primary Research
  • 4.4 Forecast Model

5 Market Landscape

  • 5.1 Porters Five Forces Analysis
    • 5.1.1 Threat of new entrants
    • 5.1.2 Bargaining power of suppliers
    • 5.1.3 Bargaining power of buyers
    • 5.1.4 Threat of substitute
    • 5.1.5 Rivalry
  • 5.2 Value Chain/Supply Chain of Augmented Reality and Virtual Reality Market

6 Market Dynamics

  • 6.1 Introduction
  • 6.2 Drivers
    • 6.2.1 Growing Demand for HMD in Gaming and Entertainment
    • 6.2.2 Implementation of VR as part of Marketing Strategy
    • 6.2.3 Growing Demand of AR/VR in Retail and E-Commerce
    • 6.2.4 Drivers Impact Analysis
  • 6.3 Opportunities
    • 6.3.1 Advancement in Fully Immersive Technology
    • 6.3.2 Integrating 5G with AR/VR
  • 6.4 Market Trends
    • 6.4.1 360-Degree VR Video
    • 6.4.2 Increased Availability and Reduced Cost of VR Products

7 Global Augmented Reality and Virtual Reality Market, By Product Type

  • 7.1 Overview
    • 7.1.1 Non-Immersive Systems
    • 7.1.2 Semi-Immersive Projection System
    • 7.1.3 Fully-Immersive Head Mounted Systems

8 Global Augmented Reality and Virtual Reality Market, By Application

  • 8.1 Overview
    • 8.1.1 Education & Training
    • 8.1.2 Video Games
    • 8.1.3 Media
    • 8.1.4 Tourism
    • 8.1.5 Social Media

9 Global Augmented Reality and Virtual Reality Market, By Region

  • 9.1 Introduction
  • 9.2 US
  • 9.3 Europe
  • 9.4 China
  • 9.5 Japan
  • 9.6 South East Asia
  • 9.7 Central & South America

10 Competitive Landscape

  • 10.1 Competitive Landscape

11 Company Profiles

  • 11.1 Google LLC
    • 11.1.1 Company Overview
    • 11.1.2 Financial Overview
    • 11.1.3 Products/Services/Solutions Offerings
    • 11.1.4 SWOT Analysis
    • 11.1.5 Key Strategy
  • 11.2 Blippar.com
    • 11.2.1 Company Overview
    • 11.2.2 Products/Services/Solutions Offerings
    • 11.2.3 Key Development
    • 11.2.4 SWOT Analysis
    • 11.2.5 Key Strategy
  • 11.3 EON Reality Inc.
    • 11.3.1 Company Overview
    • 11.3.2 Products/Services/Solutions Offerings
    • 11.3.3 Key Development
    • 11.3.4 SWOT Analysis
    • 11.3.5 Key Strategy
  • 11.4 Augmented Pixels Inc.
    • 11.4.1 Company Overview
    • 11.4.2 Products/Services/Solutions Offerings
    • 11.4.3 SWOT Analysis
    • 11.4.4 Key Strategy
  • 11.5 HP Inc.
    • 11.5.1 Company Overview
    • 11.5.2 Financial Overview
    • 11.5.3 Products/Services/Solutions Offerings
    • 11.5.4 SWOT Analysis
    • 11.5.5 Key Strategy
  • 11.6 DAQRI LLC
    • 11.6.1 Company Overview
    • 11.6.2 Products/Services/Solutions Offerings
    • 11.6.3 Key Developments
    • 11.6.4 SWOT Analysis
    • 11.6.5 Key Strategy
  • 11.7 Wikitude GmbH
    • 11.7.1 Company Overview
    • 11.7.2 Products/Services/Solutions Offerings
    • 11.7.3 Key Developments
    • 11.7.4 SWOT Analysis
    • 11.7.5 Key Strategy
  • 11.8 Terminal Eleven (SkyView)
    • 11.8.1 Company Overview
    • 11.8.2 Products/Services/Solutions Offerings
    • 11.8.3 SWOT Analysis
  • 11.9 Zapper Limited
    • 11.9.1 Company Overview
    • 11.9.2 Products/Services/Solutions Offerings
    • 11.9.3 SWOT Analysis
    • 11.9.4 Key Strategy
  • 11.1 awe.org Pty Ltd(buildar.com)
    • 11.10.1 Company Overview
    • 11.10.2 Products/Services/Solutions Offerings
    • 11.10.3 SWOT Analysis
  • 11.11 Virtalis Limited
    • 11.11.1 Company Overview
    • 11.11.2 Products/Systems/Solutions Offerings
    • 11.11.3 SWOT Analysis
    • 11.11.4 Key Strategy
  • 11.12 Facebook Inc.
    • 11.12.1 Company Overview
    • 11.12.2 Financial Overview
    • 11.12.3 Solution/Service Offerings
    • 11.12.4 SWOT Analysis
    • 11.12.5 Key Strategy
  • 11.13 Samsung Group
    • 11.13.1 Company Overview
    • 11.13.2 Financial Overview
    • 11.13.3 Products/Services Offered
    • 11.13.4 Key Developments
    • 11.13.5 SWOT Analysis
    • 11.13.6 Key Strategy
  • 11.14 Microsoft Corporation
    • 11.14.1 Company Overview
    • 11.14.2 Financial Overview
    • 11.14.3 Products/Services/Solutions Offered
    • 11.14.4 Key Developments
    • 11.14.5 SWOT Analysis
    • 11.14.6 Key Strategies
  • 11.15 HTC Corporation
    • 11.15.1 Company Overview
    • 11.15.2 Financial Overview
    • 11.15.3 Products/Services/Solutions Offered
    • 11.15.4 Key Developments
    • 11.15.5 SWOT Analysis
    • 11.15.6 Key Strategies
  • 11.16 Sony Corporation
    • 11.16.1 Company Overview
    • 11.16.2 Financial Overview
    • 11.16.3 Products/Services/Solutions Offered
    • 11.16.4 Key Developments
    • 11.16.5 SWOT Analysis
    • 11.16.6 Key Strategies

List of Tables

  • TABLE 1 MARKET SYNOPSIS
  • TABLE 2 LIST OF ASSUMPTIONS
  • TABLE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)
  • TABLE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2013-2025 (USD BILLION)
  • TABLE 6 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 7 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)
  • TABLE 8 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 9 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)
  • TABLE 10 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 11 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)
  • TABLE 12 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 13 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)
  • TABLE 14 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 15 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)
  • TABLE 16 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013-2025 (USD BILLION)
  • TABLE 17 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013-2025 (USD BILLION)

List of Figures

  • FIGURE 1 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET OUTLOOK 2013-2025
  • FIGURE 2 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET: MARKET STRUCTURE
  • FIGURE 3 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY REVENUE (USD BILLION) COMPARISON, BY REGIONS (2013 VS 2017 VS 2022 VS 2025)
  • FIGURE 4 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET GROWTH RATE BY REGION (2014-2025)
  • FIGURE 5 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY, MARKET SHARE (2013 VS 2017 VS 2025)
  • FIGURE 6 TOP DOWN & BOTTOM UP APPROACH
  • FIGURE 7 PORTERS FIVE FORCES ANALYSIS OF AUGMENTED REALITY AND VIRTUAL REALITY MARKET
  • FIGURE 8 VALUE CHAIN: GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET
  • FIGURE 9 DRIVERS AND OPPORTUNITY ANALYSIS OF GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET
  • FIGURE 10 DRIVERS IMPACT ANALYSIS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET
  • FIGURE 11 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 12 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 13 GLOBAL AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION, 2017 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 14 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 15 US: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 16 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 17 EUROPE: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 18 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 19 CHINA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 20 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 21 JAPAN: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 22 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 23 SOUTH EAST ASIA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 24 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY PRODUCT TYPE, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 25 CENTRAL & SOUTH AMERICA: AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION, 2013 VS 2017 VS 2022 VS 2025 (USD BILLION)
  • FIGURE 26 BENCHMARKING OF MAJOR COMPETITORS