Press release
Augmented Reality and Virtual Reality in Sports and Entertainment Market Growth Prospects, Key Vendors, Future Scenario Forecast to 2027 - Artoolworks, Blippar, EON Reality, Google, HTC Corporation, Microsoft
"Global Augmented Reality and Virtual Reality in Sports and Entertainment Industry Research Report" Provides Detailed Insight Covering All Important Parameters Including Development Trends, Challenges, Opportunities, Key Insights And Competitive Analysis Of Augmented Reality and Virtual Reality in Sports and Entertainment Market.Smart phones are the must have digital devices today, they have changed the way we communicate, travel, design, run business and many more. In recent years smartphones revolutionized the world and still the ongoing R&Ds to launch advanced features, improved and more customer centric and enterprise level applications holds the market for years to go. AR and VR are the technologies which immerse the user into virtual world and allows to interact with the virtual objects being in real environment. The new interface of communication offered by AR and VR technology will overtake the markets of existing interfaces in the gaming and entertainment activities.
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Within the Augmented Reality and Virtual Reality in Sports and Entertainment market, various regions are observed to exhibit different growth trends. North America hold the largest share of the total Augmented Reality and Virtual Reality in Sports and Entertainment market. While the regions such as Europe and APAC are expected to exhibit high growth along with the increasing growth in industrial and Electronics and Semiconductor sector.
The Major Manufacturers Covered In This Report:
o Artoolworks, Inc.
o Blippar
o EON Reality, Inc.
o Google, Inc.
o HTC Corporation
o Microsoft Corporation
o Oculus VR
o Samsung Electronics Co., Ltd.
o Sony Corporation
o Zugara, Inc.
Smartphone and tablets manufacturers are integrating more AR applications to increase the user experience and with growing smartphone market, AR integrations are expected to take a leap in near future which is anticipated to be the major driver for the augmented reality and virtual reality in sports and entertainment market. Lack of technological understanding and awareness about these products coupled with higher costs associated would pose a challenge to the growth of the augmented reality and virtual reality in sports and entertainment market. Huge investments towards technological advancements in the sports and entertainment sector would provide good opportunities to the players operating in the augmented reality and virtual reality in sports and entertainment market.
The report profiles the key players in the industry along with a detailed analysis of their individual positions against the global landscape. The researcher provides an extensive analysis of the Augmented Reality and Virtual Reality in Sports and Entertainment market size, share, trends, overall earnings, gross revenue, and profit margin to accurately draw a forecast and provide expert insights to investors to keep them updated with the trends in the market.
The global augmented reality and virtual reality in sports and entertainment market is segmented on the basis of software type and device. Based on software type, the augmented reality and virtual reality in sports and entertainment market is segmented into augmented reality software and virtual reality content creation. The augmented reality and virtual reality in sports and entertainment market on the basis of the device is classified into augmented reality head-mounted device and virtual reality head-mounted device.
The report analyzes factors affecting the augmented reality and virtual reality in sports and entertainment market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities and future trend. The report also provides exhaustive Porter's Five Forces analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors affecting the augmented reality and virtual reality in sports and entertainment in these regions.
Answers That the Report Acknowledges:
o Market size and growth rate during forecast period.
o Key factors driving the Augmented Reality and Virtual Reality in Sports and Entertainment Market.
o Key market trends cracking up the growth of the Augmented Reality and Virtual Reality in Sports and Entertainment Market.
o Challenges to market growth.
o Key vendors of Augmented Reality and Virtual Reality in Sports and Entertainment Market.
o Detailed SWOT analysis.
o Opportunities and threats faces by the existing vendors in Global Augmented Reality and Virtual Reality in Sports and Entertainment Market.
o Trending factors influencing the market in the geographical regions.
o Strategic initiatives focusing the leading vendors.
o PEST analysis of the market in the five major regions.
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The Insight Partners is a one stop industry research provider of actionable intelligence. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services. We are a specialist in Technology, Semiconductors, Healthcare, Manufacturing, Automotive and Defense.
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Global Augmented Reality and Virtual Reality Market was valued US$ 6.1 Bn in 2017, and is expected to reach US$ 58.2 Bn by 2026, at a CAGR of 32.57% during forecast period.
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