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Emerging Augmented and Virtual Reality Market to 2027 | Google Inc., Intel Corporation, Magic Leap, Marxent Labs, Microsoft, NVIDIA, Oculus VR, Qualcomm, Samsung Electronics

04-06-2020 12:54 PM CET | IT, New Media & Software

Press release from: Premium Market Insights

Augmented and Virtual Reality Market

Augmented and Virtual Reality Market

Augmented reality is a technology that uses the existing user's environment and overlays the digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)-computer generated environment-which completely immerses end users in an artificial world without seeing the real world. This report includes, the revenue generation from the sale of augmented and virtual reality enabled hardware and content.

Top Companies Covered in this Report:
Google Inc., Intel Corporation, Magic Leap, Inc., Marxent Labs LLC, Microsoft Corporation, NVIDIA Corporation, Oculus VR, LLC, Qualcomm Inc., Samsung Electronics Co., Ltd., and Vuzix Corporation.

Get sample copy of "Augmented and Virtual Reality Market" at: https://www.premiummarketinsights.com/sample/AMR00013224

The augmented and virtual reality market is segmented on the basis of platform, application, and geography. Based on the platform, the augmented and virtual reality market is segmented into mobile, console and personal computer (PC). Among platforms, the console segment contributed maximum market share in 2015, owing to the increase in penetration of gaming consoles especially, among the young population worldwide. By application, the augmented and virtual reality market is segmented into videogames, live events and video entertainment, military, healthcare, and others (retail, real estate, education, and engineering). Among applications, video games segment dominated the market in 2015 due to growing popularity and increased spending on augmented and virtual reality based video games globally. Geographically, the market is studied across North America, Europe, Asia-Pacific, and LAMEA. Among regions, the market in Asia-Pacific region is projected to grow at the highest CAGR of 67.5% during the forecast period owing to the high mobile device and gaming consoles' penetration in the region.

KEY BENEFITS

The study provides an in-depth analysis of the Augmented and Virtual Reality market along with current and future trends to elucidate the imminent investment pockets.

Information regarding key drivers, restraints, and opportunities along with their impact analysis on the Augmented and Virtual Reality market size is provided in the report.

Porter's Five Forces analysis illustrates the potency of buyers and suppliers operating in the industry.

The quantitative analysis of the global market from 2014 to 2022 is provided in the report to determine the market potential.

Have any query? Enquire about report at: https://www.premiummarketinsights.com/discount/AMR00013224

Fundamentals of Table of Content:

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.5 Market by Application
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Augmented and Virtual Reality Market Size
2.2 Augmented and Virtual Reality Growth Trends by Regions
2.3 Industry Trends

3 Market Share by Key Players
3.1 Augmented and Virtual Reality Market Size by Manufacturers
3.2 Augmented and Virtual Reality Key Players Head office and Area Served
3.3 Key Players Augmented and Virtual Reality Product/Solution/Service
3.4 Date of Enter into Augmented and Virtual Reality Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Product
4.1 Global Augmented and Virtual Reality Sales by Product
4.2 Global Augmented and Virtual Reality Revenue by Product
4.3 Augmented and Virtual Reality Price by Product

5 Breakdown Data by End User
5.1 Overview
5.2 Global Augmented and Virtual Reality Breakdown Data by End User

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