Global Industry Analysis of Virtual and Augmented Reality Market and Forecast 2016 – 2024
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This research report provides an in-depth analysis of the global VR and AR market based on component, end-use application, and geography. The global VR and AR market is categorized based on component types into hardware, software, and services. Furthermore, the report provides additional breakdown of hardware component into head mounted display, head up isplay, glasses, consoles and Sensor/Input, and others (Camera and Projector). Consoles include headset which use smartphone or tablets to display VR and AR based images to the end-user. The end-use applications for the global VR and AR market are healthcare, education, retail, gaming, construction, media and entertainment, automotive, defense & aerospace, and others (manufacturing and energy). The report further breakdown the segments as per VR and AR separately. The report analyzes each of these segments for various geographies considered under the scope of the study.
Based on geographical regions, the report segments the global VR and AR market into North America, Europe, Asia Pacific, Middle East & Africa (MEA), and South America, which are analyzed in terms of revenue generation. North America is further segmented into the U.S. and Canada, while Europe is divided into the U.K. and Germany. Asia Pacific is subdivided into China and India. Also, MEA is further segmented into South Africa and the GCC, while South America is subdivided into Brazil and Argentina. The report further provides cross-segmentation analysis of the segmentation as per the countries.
Virtual and Augmented Reality Market: Growth Dynamics
The report also provides an analysis of the factors that drive and restrain the growth of the VR and AR market. It discusses the prevailing market trends, prospective growth opportunities, and major strategies increasing the popularity of the global VR and AR market. It provides market estimates and forecasts for all the segments in terms of revenue. The report further provides estimates and forecasts for head mounted display, glasses, and console under hardware segment in terms of volume. The report also provides industry evolution, impact analysis of VR and AR market on smartphone, tablet, PC and TV Adoption, value chain analysis, and Porter’s Five Forces Analysis for the global VR and AR market.
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Major business strategies adopted by key players, their SWOT analysis, and competition matrix have also been identified in the research report. The key market players profiled in this study include Google, Inc., Samsung Electronics Co., Ltd., Microsoft Corporation, Sony Interactive Entertainment LLC, Oculus VR LLC, HTC Corporation, ZeroLight Ltd., EON Reality, Inc., Nokia Corporation, Barco N.V., Blippar.com Ltd., Aurasma Ltd. (Hewlett-Packard Development Company. L.P), MindMaze SA, Virtalis Ltd., Manus Machinae B.V., Independiente Communications Ltd., VirZOOM, Inc., and NuFormer Projection B.V.
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