November 2, 2020

Augmented Reality and Virtual Reality Market Size, Shares, Growth and Global Trends by 2020 to 2027

According to the study carried out by Acumen Research & Consulting, the Augmented Reality and Virtual Reality market will register Thriving Growth Rate by 2027

This report also covers market opportunities and strategies, risk analysis, performance and decision making and industry assessment in the Global Augmented Reality and Virtual Reality Market report. This report focuses on the market size, trends and projections from 2020-2027. The report includes facts and statistics on improvements in the business environment, technology advances, dynamics and innovations in economies, capabilities and knowledge on major players in the global Augmented Reality and Virtual Reality market. The report contains information on the latest acquisitions and the study also covers the growth of the demand for Augmented Reality and Virtual Reality in major regions globally.

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The market report on the Augmented Reality and Virtual Reality also provides figures on demand and supply, revenues and future strategies, technological trends and growth rates. The Global Augmented Reality and Virtual Reality Market report also provides 2016-2019 historical period and forecast period from 2020-2027 data together with market SWOT analysis data. The report also includes information by type, application, region and manufacturer or producer.

The epidemic has spread to almost 200 countries worldwide since the COVID-19 virus outbreak in December 2019, announcing it to have been a public health emergency by the World Health Organisation. The global implications of the 2019 coronavirus disease (COVID-19), which will impact the Augmented Reality and Virtual Reality industry by 2020, are also being observed. The outbreak of COVID-19 affected a number of aspects, such as flight cancellation, travel prohibitions and quarantine, restaurants closed, indoor events restricted, state of emergency declared for over forty countries, massive slowing of supply chain, stock market volatility, reduced business confidence, increased public panic and future uncertainty.

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Market Participants

Magic Leap, Inc., Oculus VR, EON Reality, Inc., Qualcomm Technologies Inc., Samsung Electronics Co. Ltd., CyberGlove Systems LLC, Vuzix Corporation, Microsoft Corporation, Google Inc., Augmented Pixels Co., Catchoom, Virtalis Ltd., Innovega Inc., Laster Technologies, Facebook Inc., NIVIDIA Corporation and Advanced Micro Devices, Inc. among others.

Market Segmentation

Market By Device Type

  • Augmented Reality Devices
    • Head-Mounted Displays (HMD)
    • Head-Up Displays (HUD)
    • Handheld Devices
  • Virtual Reality Devices
    • Head-Mounted Displays (HMD)
    • Gesture Control Devices (GCD)
      • Data Gloves
      • Others
    • Projects & Displays Wall

Market By Component

  • Hardware
    • 3D Camera
    • Semiconductor Components
      • Integrated Circuits (IC)
      • Controller/ Processor
      • Others
    • Displays
    • Sensors
      • Accelerometer
      • Gyroscope
      • Magnetometer
      • Proximity Sensors
      • Global Positioning Systems
  • Software
    • Cloud-Based Services
    • Software Development Kits (SDK)

Market By Technology

  • Marker-Based Augmented Reality
    • Active Marker
    • Passive Marker
  • Marker-less Augmented Reality
    • Model-Based Tracking
    • Image Processing-Based
  • Virtual Reality Technology
    • Non-Immersive Technology
    • Semi-Immersive & Fully-Immersive Technologies

Market By Platform

  • Mobile
  • Console
  • PC
  • Others

Market By Device Application

  • Augmented Reality Application
    • Commercial
    • E-learning
    • Tourism
    • E-Commerce & Marketing Applications
      • Real Estate
      • Footwear
      • Beauty (Cosmetics)
      • Jewel Toning
      • Apparel Fitting
      • Furniture and Lighting Design
      • Grocery Shopping
      • Commercial Vertical Overall Review
  • Consumer
    • Gaming
    • Sports and Entertainment
      • Entertainment Application
        • Theme Parks
        • Art Gallery and Exhibitions
        • Museums (Archeology)
        • Consumer Vertical Overall Review
  • Aerospace & Defense
  • Medical
    • Surgery
    • Pharmacy Management
    • Medical Training
    • Fitness Management
    • Medical Segment Overall Review
  • Other
    • Automotive
    • Geospatial Mining
    • Enterprise Solutions
    • Architecture and Building Design
  • Virtual Reality Application
    • Commercial
      • Fashion
      • Advertisement
    • Consumer
      • Gaming
    • Aerospace and Defense
    • Medical
    • Industrial
    • Others

Market By Geography

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • Europe
    • Germany
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Rest of Asia-Pacific
  • Rest of the World
    • Middle East and Africa (MEA)
    • Latin America

Table Of Content

1. PROLOGUE

1.1. Introduction

1.1.1. Principal Gains

1.1.2. Market Segmentation

1.2. List of Abbreviations

2. MARKET SYNOPSIS

2.1. Snapshot

2.2. Augmented Reality and Virtual Reality Market by Technology

2.3. Augmented Reality and Virtual Reality Market by Component

2.4. Augmented Reality and Virtual Reality Market by End User

2.5. Augmented Reality and Virtual Reality Market by Geography

3. MARKET DYNAMICS

3.1. Augmented Reality and Virtual Reality Market Analysis, 2014-2024 ($Million)

3.2. Market Dynamics

3.2.1. Market Drivers

3.2.2. Restraints

3.2.3. Growth Opportunities

4. INDUSTRY ANALYSIS

4.1. Porter’s Five Forces Analysis

4.1.1. Bargaining Power of Suppliers

4.1.2. Bargaining Power of Buyers

4.1.3. Threat of Substitute

4.1.4. Threat of New Entrants

4.1.5. Degree of Competition

4.2. Value Chain Analysis

4.3. Market Attractiveness Analysis

5. COMPETITIVE LANDSCAPE

5.1. Player Positioning Analysis, 2016

5.2. Key Strategies Adopted by Leading Players

6. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY

6.1. Augmented Reality (AR)

6.1.1. Growth Potential and Key Drivers

6.1.2. Market Size and Forecast, 2014-2024 ($Million)

6.1.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

6.2. Virtual Reality (VR)

6.2.1. Growth Potential and Key Drivers

6.2.2. Market Size and Forecast, 2014-2024 ($Million)

6.2.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

7. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENTS

7.1. Sensors

7.1.1. Growth Potential and Key Drivers

7.1.2. Market Size and Forecast, 2014-2024 ($Million)

7.1.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

7.2. Other Semiconductor Components

7.2.1. Growth Potential and Key Drivers

7.2.2. Market Size and Forecast, 2014-2024 ($Million)

7.2.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY END-USERS

8.1. Aerospace & Defense

8.1.1. Growth Potential and Key Drivers

8.1.2. Market Size and Forecast, 2014-2024 ($Million)

8.1.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.2. Industrial

8.2.1. Growth Potential and Key Drivers

8.2.2. Market Size and Forecast, 2014-2024 ($Million)

8.2.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.3. Entertainment

8.3.1. Growth Potential and Key Drivers

8.3.2. Market Size and Forecast, 2014-2024 ($Million)

8.3.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.4. Medical

8.4.1. Growth Potential and Key Drivers

8.4.2. Market Size and Forecast, 2014-2024 ($Million)

8.4.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.5. Education

8.5.1. Growth Potential and Key Drivers

8.5.2. Market Size and Forecast, 2014-2024 ($Million)

8.5.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.6. Retail

8.6.1. Growth Potential and Key Drivers

8.6.2. Market Size and Forecast, 2014-2024 ($Million)

8.6.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

8.7. Others

8.7.1. Growth Potential and Key Drivers

8.7.2. Market Size and Forecast, 2014-2024 ($Million)

8.7.3. Market Size and Forecast, By Region, 2014-2024 ($Million)

9. AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY

9.1. North America

9.1.1. Growth Potential and Key Drivers

9.1.2. Market Size and Forecast, 2014-2024 ($Million)

9.1.3. U.S.

9.1.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.1.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.1.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.1.4. Canada

9.1.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.1.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.1.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.1.5. Mexico

9.1.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.1.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.1.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2. Europe

9.2.1. Growth Potential and Key Drivers

9.2.2. Market Size and Forecast, 2014-2024 ($Million)

9.2.3. UK

9.2.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2.4. France

9.2.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2.5. Germany

9.2.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.2.6. Rest of Europe

9.2.6.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.2.6.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.2.6.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3. Asia Pacific

9.3.1. Growth Potential and Key Drivers

9.3.2. Market Size and Forecast, 2014-2024 ($Million)

9.3.3. China

9.3.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3.4. India

9.3.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3.5. Japan

9.3.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.3.6. Rest of Asia-Pacific

9.3.6.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.3.6.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.3.6.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.4. Middle East

9.4.1. Growth Potential and Key Drivers

9.4.2. Market Size and Forecast, 2014-2024 ($Million)

9.4.3. Saudi Arabia

9.4.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.4.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.4.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.4.4. UAE

9.4.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.4.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.4.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.4.5. Rest of Middle East

9.4.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.4.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.4.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.5. Latin America

9.5.1. Growth Potential and Key Drivers

9.5.2. Market Size and Forecast, 2014-2024 ($Million)

9.5.3. Brazil

9.5.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.5.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.5.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.5.4. Argentina

9.5.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.5.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.5.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.5.5. Rest of Latin America

9.5.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.5.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.5.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.6. Africa

9.6.1. Growth Potential and Key Drivers

9.6.2. Market Size and Forecast, 2014-2024 ($Million)

9.6.3. South Africa

9.6.3.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.6.3.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.6.3.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.6.4. Egypt

9.6.4.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.6.4.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.6.4.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

9.6.5. Rest of Africa

9.6.5.1. Market Size and Forecast, By Technology, 2014-2024 ($Million)

9.6.5.2. Market Size and Forecast, By Component, 2014-2024 ($Million)

9.6.5.3. Market Size and Forecast, By End Users, 2014-2024 ($Million)

10. KEY MARKET PLAYERS

10.1. Innovega, Inc.

10.1.1. Company Snapshot

10.1.2. Overview

10.1.3. Financial Overview

10.1.4. Product Portfolio

10.1.5. Key Developments

10.1.6. Strategies

10.2. Oculus VR LLC

10.2.1. Company Snapshot

10.2.2. Overview

10.2.3. Financial Overview

10.2.4. Product Portfolio

10.2.5. Key Developments

10.2.6. Strategies

10.3. Microsoft Corporation

10.3.1. Company Snapshot

10.3.2. Overview

10.3.3. Financial Overview

10.3.4. Product Portfolio

10.3.5. Key Developments

10.3.6. Strategies

10.4. Vuzix Corporation

10.4.1. Company Snapshot

10.4.2. Overview

10.4.3. Financial Overview

10.4.4. Product Portfolio

10.4.5. Key Developments

10.4.6. Strategies

10.5. Augmented Pixels Co.

10.5.1. Company Snapshot

10.5.2. Overview

10.5.3. Financial Overview

10.5.4. Product Portfolio

10.5.5. Key Developments

10.5.6. Strategies

10.6. Total Immersion

10.6.1. Company Snapshot

10.6.2. Overview

10.6.3. Financial Overview

10.6.4. Product Portfolio

10.6.5. Key Developments

10.6.6. Strategies

10.7. DAQRI LLC

10.7.1. Company Snapshot

10.7.2. Overview

10.7.3. Financial Overview

10.7.4. Product Portfolio

10.7.5. Key Developments

10.7.6. Strategies

10.8. Blipper

10.8.1. Company Snapshot

10.8.2. Overview

10.8.3. Financial Overview

10.8.4. Product Portfolio

10.8.5. Key Developments

10.8.6. Strategies

10.9. EON Reality, Inc.

10.9.1. Company Snapshot

10.9.2. Overview

10.9.3. Financial Overview

10.9.4. Product Portfolio

10.9.5. Key Developments

10.9.6. Strategies

10.10. Google, Inc.

10.10.1. Company Snapshot

10.10.2. Overview

10.10.3. Financial Overview

10.10.4. Product Portfolio

10.10.5. Key Developments

10.10.6. Strategies

11. RESEARCH APPROACH

11.1. Initial Data Search

11.2. Secondary Research

11.3. Primary Research

11.4. Scope and Assumptions

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