A new market research report on
the Global Augmented and Virtual Reality market has introduced by KD
Market Insights. The report is dedicated to in-depth industry analysis of
the global Augmented and Virtual Reality market. The Global Augmented and Virtual Reality analysis is broken down on
different segmentation levels including
Market By Application, By
Organization Size, By Industry Vertical.
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.
Development of the animation industry, increase in internet
connectivity, and growth of the mobile gaming industry 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
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 market expansion.
The global augmented and virtual reality
market is segmented based on application, organization
size, industry vertical, and region. In terms of application, the market is
bifurcated into consumer and enterprise. On the basis of organization size, it
is fragmented into large enterprises and small & medium sized enterprises.
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, Microsoft
Corporation, Osterhout Design Group, Facebook, DAQRI, Samsung Electronics Co.,
Ltd., and Wikitude.
Key
Benefits for Augmented and Virtual Reality Market:
- The study presents an in-depth
analysis of the global augmented and virtual reality market along with the
current & future trends to elucidate the imminent investment pockets.
- Information about key drivers, restraints, and opportunities and their impact analysis on the market is provided in this study.
- Porters five forces analysis illustrates the potency of buyers and suppliers operating in the global augmented and virtual reality industry.
- The quantitative analysis of the global augmented and virtual reality market from 2017 to 2025 is provided to determine the market potential.
- Information about key drivers, restraints, and opportunities and their impact analysis on the market is provided in this study.
- Porters five forces analysis illustrates the potency of buyers and suppliers operating in the global augmented and virtual reality industry.
- The quantitative analysis of the global augmented and virtual reality market from 2017 to 2025 is provided to determine the market potential.
Augmented
and Virtual Reality Key Market Segments:
By
Application
- Consumer
- Enterprise
- Enterprise
By
Organization Size
- Large Enterprises
- Small- & Medium-sized Enterprises
- Small- & Medium-sized Enterprises
By Industry
Vertical
- Gaming
- Entertainment & Media
- Aerospace & Defense
- Healthcare
- Education
- Manufacturing
- Retail
- Others
- Entertainment & Media
- Aerospace & Defense
- Healthcare
- Education
- Manufacturing
- Retail
- Others
By Region
North America
- U.S.
- Canada
Europe
- UK
- France
- Germany
- Russia
- Rest of Europe
Asia-Pacific
- China
- India
- Japan
- South Korea
- Rest of APAC
LAMEA
- Latin America
- Middle East
- Africa
- U.S.
- Canada
Europe
- UK
- France
- Germany
- Russia
- Rest of Europe
Asia-Pacific
- China
- India
- Japan
- South Korea
- Rest of APAC
LAMEA
- Latin America
- Middle East
- Africa
Key Market
Players
- Alphabet (Google Inc.)
- DAQRI
- Facebook
- HTC
- Magic Leap, Inc.
- Microsoft Corporation
- Osterhout Design Group
- Samsung Electronics Co., Ltd.
- Sony
- Wikitude
- DAQRI
- HTC
- Magic Leap, Inc.
- Microsoft Corporation
- Osterhout Design Group
- Samsung Electronics Co., Ltd.
- Sony
- Wikitude
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Complete Research Report with TOC @ https://www.kdmarketinsights.com/product/augmented-and-virtual-reality-market-amrr
Table of Content
CHAPTER 1: INTRODUCTION
1.1. Report
description
1.2. Key benefits for stakeholders
1.3. Research methodology
1.2. Key benefits for stakeholders
1.3. Research methodology
1.3.1. Secondary
research
1.3.2. Primary research
1.3.3. Analyst tools & models
1.3.2. Primary research
1.3.3. Analyst tools & models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market
definition and scope
3.2. Key findings
3.2. Key findings
3.2.1. Top impacting
factors
3.2.2. Top investment pockets
3.2.3. Top winning strategies
3.2.2. Top investment pockets
3.2.3. Top winning strategies
3.3. Porter’s five
forces analysis
3.4. Key player positioning, 2017
3.5. Market dynamics
3.4. Key player positioning, 2017
3.5. Market dynamics
3.5.1. Drivers
3.5.1.1. Expansion in
gamer community
3.5.1.2. Increase in smartphone penetration
3.5.1.3. Cost-efficient benefits of augmented and virtual reality based solutions
3.5.1.2. Increase in smartphone penetration
3.5.1.3. Cost-efficient benefits of augmented and virtual reality based solutions
3.5.2. Restraints
3.5.2.1. lack of good
user experience design
3.5.2.2. Lack of good user experience design
3.5.2.2. Lack of good user experience design
3.5.3. Opportunities
3.5.3.1. Advancement
of Technology
3.5.3.2. Progressing adoption of AR VR by enterprises
3.5.3.2. Progressing adoption of AR VR by enterprises
CHAPTER 4: AUGMENTED AND VIRTUAL REALITY MARKET, BY ORGANIZATION SIZE
4.1. Overview
4.2. LARGE ENTERPRISES
4.2. LARGE ENTERPRISES
4.2.1. Key market
trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast, by region
4.2.4. Market analysis by country
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast, by region
4.2.4. Market analysis by country
4.3. SMALL &
MEDIUM SIZED ENTERPRISES (SME)
4.3.1. Key market
trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast, by region
4.3.4. Market analysis by country
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast, by region
4.3.4. Market analysis by country
CHAPTER 5: AUGMENTED AND VIRTUAL REALITY MARKET, BY APPLICATION
5.1. Overview
5.2. CONSUMER
5.2. CONSUMER
5.2.1. Key market
trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast, by region
5.2.4. Market analysis by country
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast, by region
5.2.4. Market analysis by country
5.3. ENTERPRISE
5.3.1. Key market
trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast, by region
5.3.4. Market analysis by country
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast, by region
5.3.4. Market analysis by country
CHAPTER 6: AUGMENTED AND VIRTUAL REALITY MARKET, BY INDUSTRY VERTICAL
6.1. Overview
6.2. Gaming
6.2. Gaming
6.2.1. Key market
trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast, by region
6.2.4. Market analysis by country
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast, by region
6.2.4. Market analysis by country
6.3. Entertainment
and media
6.3.1. Key market
trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast, by region
6.3.4. Market analysis by country
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast, by region
6.3.4. Market analysis by country
6.4. Aerospace and
defense
6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast, by region
6.4.4. Market analysis by country
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast, by region
6.4.4. Market analysis by country
6.5. Healthcare
6.5.1. Key market
trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast, by region
6.5.4. Market analysis by country
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast, by region
6.5.4. Market analysis by country
6.6. Education
6.6.1. Key market
trends
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast, by region
6.6.4. Market analysis by country
6.6.2. Key growth factors and opportunities
6.6.3. Market size and forecast, by region
6.6.4. Market analysis by country
6.7. Manufacturing
6.7.1. Key market
trends
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast, by region
6.7.4. Market analysis by country
6.7.2. Key growth factors and opportunities
6.7.3. Market size and forecast, by region
6.7.4. Market analysis by country
6.8. Retail
6.8.1. Key market
trends
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast, by region
6.8.4. Market analysis by country
6.8.2. Key growth factors and opportunities
6.8.3. Market size and forecast, by region
6.8.4. Market analysis by country
6.9. Others
6.9.1. Key market
trends
6.9.2. Key growth factors and opportunities
6.9.3. Market size and forecast, by region
6.9.4. Market analysis by country
6.9.2. Key growth factors and opportunities
6.9.3. Market size and forecast, by region
6.9.4. Market analysis by country
CHAPTER 7: AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION
7.1. Overview
7.2. North America
7.2. North America
7.2.1. Key market
trends
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast
7.2.2. Key growth factors and opportunities
7.2.3. Market size and forecast
7.2.3.1. Market size
and forecast, by organization size
7.2.3.2. Market size and forecast, by application
7.2.3.3. Market size and forecast, by industry vertical
7.2.3.4. Market size and forecast, by country
7.2.3.5. U.S.
7.2.3.2. Market size and forecast, by application
7.2.3.3. Market size and forecast, by industry vertical
7.2.3.4. Market size and forecast, by country
7.2.3.5. U.S.
7.2.3.5.1. Market
size and forecast, by organization size
7.2.3.5.2. Market size and forecast, by application
7.2.3.5.3. Market size and forecast, by industry vertical
7.2.3.5.2. Market size and forecast, by application
7.2.3.5.3. Market size and forecast, by industry vertical
7.2.3.6. Canada
7.2.3.6.1. Market
size and forecast, by organization size
7.2.3.6.2. Market size and forecast, by application
7.2.3.6.3. Market size and forecast, by industry vertical
7.2.3.6.2. Market size and forecast, by application
7.2.3.6.3. Market size and forecast, by industry vertical
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150 State Street, Albany,
New York, USA 12207
+1 (518) 300-1215
Email: sales@kdmarketinsights.com
Website: www.kdmarketinsights.com
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