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Global AR and VR Solutions Market Research Report 2023

March 2023 | 300 pages | ID: G04ED2A600A7EN
Introspective Market Research

US$ 3,450.00

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Global AR and VR Solutions Market Overview:
Global AR and VR Solutions Market Report 2022 comes with the extensive industry analysis by Introspective Market Research with development components, patterns, flows and sizes. The report also calculates present and past market values to forecast potential market management through the forecast period between 2022-2028.This research study of AR and VR Solutions involved the extensive usage of both primary and secondary data sources. This includes the study of various parameters affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry.

Scope of the AR and VR Solutions Market
The AR and VR Solutions Market Research report incorporate value chain analysis for each of the product type. Value chain analysis offers in depth information about value addition at each stage.The study includes drivers and restraints for AR and VR Solutions Market along with their impact on demand during the forecast period. The study also provides key market indicators affecting thegrowth of the market. Research report includes major key player analysis with shares of each player inside market, growth rate and market attractiveness in different endusers/regions. Our study AR and VR Solutions Market helps user to make precise decision in order to expand their market presence and increase market share.

Impact of COVID-19 on AR and VR Solutions Market
Report covers Impact of Coronavirus COVID-19: Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost every country around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the AR and VR Solutions market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor/outdoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

Global AR and VR Solutions Market Segmentation
Global AR and VR Solutions Market Research report comprises of Porter's five forces analysis to do the detail study about its each segmentation like Product segmentation, End user/application segment analysis and Major key players analysis mentioned as below;

By Type, AR and VR Solutions market has been segmented into:
Hardware and Devices
Software and Services

By Application, AR and VR Solutions market has been segmented into:
Consumer
Commercial Use

Regional Analysis:
North America (U.S., Canada, Mexico)
Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
South America (Brazil, Argentina, Rest of SA)
Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)

Competitive Landscape:
Competitive analysis is the study of strength and weakness, market investment, market share, market sales volume, market trends of major players in the market.The AR and VR Solutions market study focused on including all the primary level, secondary level and tertiary level competitors in the report. The data generated by conducting the primary and secondary research.The report covers detail analysis of driver, constraints and scope for new players entering the AR and VR Solutions market.

Top Key Players Covered in AR and VR Solutions market are:

Zugara
Continental
Wikitude GmbH
Osterhout Design Group
Microsoft
Visteon
Oculus VR (Facebook)
Upskill
HTC
Eon Reality
PTC
Daqri
Apple
Intel
Samsung Electronics
Infinity Augmented Reality
Vuzix
Blippar
Google
Magic Leap
Sony
MAXST

Objective to buy this Report:
1. AR and VR Solutions analysis predicts the representation of this market, supply and demand, capacity, detailed investigations, etc.
2. Even the report, along with the international series, conducts an in-depth study of rules, policies and current policy.
3. In addition, additional factors are mentioned: imports, arrangement of commodity prices for the market, supply and demand of industry products, major manufacturers.
4. The report starts with AR and VR Solutions market statistics and moves to important points, with dependent markets categorized by market trend by application.
5. Applications of market may also be assessed based on their performances.
6. Other market attributes, such as future aspects, limitations and growth for all departments.
CHAPTER 1: INTRODUCTION

1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
1.5 Market Segmentation

CHAPTER 2:EXECUTIVE SUMMARY

CHAPTER 3:GROWTH OPPORTUNITIES BY SEGMENT

3.1 By Type
3.2 By Application

CHAPTER 4: MARKET LANDSCAPE

4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
  4.3.1 Drivers
  4.3.2 Restraints
  4.3.3 Opportunities
  4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

CHAPTER 5: AR AND VR SOLUTIONS MARKET BY TYPE

5.1 AR and VR Solutions Market Overview Snapshot and Growth Engine
5.2 AR and VR Solutions Market Overview
5.3 Hardware and Devices
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Hardware and Devices: Geographic Segmentation
5.4 Software and Services
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Software and Services: Geographic Segmentation

CHAPTER 6: AR AND VR SOLUTIONS MARKET BY APPLICATION

6.1 AR and VR Solutions Market Overview Snapshot and Growth Engine
6.2 AR and VR Solutions Market Overview
6.3 Consumer
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Consumer: Geographic Segmentation
6.4 Commercial Use
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Commercial Use: Geographic Segmentation

CHAPTER 7: COMPANY PROFILES AND COMPETITIVE ANALYSIS

7.1 Competitive Landscape
  7.1.1 Competitive Positioning
  7.1.2 AR and VR Solutions Sales and Market Share By Players
  7.1.3 Industry BCG Matrix
  7.1.4 Heat Map Analysis
  7.1.5 AR and VR Solutions Industry Concentration Ratio (CR5 and HHI)
  7.1.6 Top 5 AR and VR Solutions Players Market Share
  7.1.7 Mergers and Acquisitions
  7.1.8 Business Strategies By Top Players
7.2 ZUGARA
  7.2.1 Company Overview
  7.2.2 Key Executives
  7.2.3 Company Snapshot
  7.2.4 Operating Business Segments
  7.2.5 Product Portfolio
  7.2.6 Business Performance
  7.2.7 Key Strategic Moves and Recent Developments
  7.2.8 SWOT Analysis
7.3 CONTINENTAL
7.4 WIKITUDE GMBH
7.5 OSTERHOUT DESIGN GROUP
7.6 MICROSOFT
7.7 VISTEON
7.8 OCULUS VR (FACEBOOK)
7.9 UPSKILL
7.10 HTC
7.11 EON REALITY
7.12 PTC
7.13 DAQRI
7.14 APPLE
7.15 INTEL
7.16 SAMSUNG ELECTRONICS
7.17 INFINITY AUGMENTED REALITY
7.18 VUZIX
7.19 BLIPPAR
7.20 GOOGLE
7.21 MAGIC LEAP
7.22 SONY
7.23 MAXST

CHAPTER 8: GLOBAL AR AND VR SOLUTIONS MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

8.1 Market Overview
8.2 Historic and Forecasted Market Size By Type
  8.2.1 Hardware and Devices
  8.2.2 Software and Services
8.3 Historic and Forecasted Market Size By Application
  8.3.1 Consumer
  8.3.2 Commercial Use

CHAPTER 9: NORTH AMERICA AR AND VR SOLUTIONS MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

9.1 Key Market Trends, Growth Factors and Opportunities
9.2 Impact of Covid-19
9.3 Key Players
9.4 Key Market Trends, Growth Factors and Opportunities
9.4 Historic and Forecasted Market Size By Type
  9.4.1 Hardware and Devices
  9.4.2 Software and Services
9.5 Historic and Forecasted Market Size By Application
  9.5.1 Consumer
  9.5.2 Commercial Use
9.6 Historic and Forecast Market Size by Country
  9.6.1 U.S.
  9.6.2 Canada
  9.6.3 Mexico

CHAPTER 10: EUROPE AR AND VR SOLUTIONS MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

10.1 Key Market Trends, Growth Factors and Opportunities
10.2 Impact of Covid-19
10.3 Key Players
10.4 Key Market Trends, Growth Factors and Opportunities
10.4 Historic and Forecasted Market Size By Type
  10.4.1 Hardware and Devices
  10.4.2 Software and Services
10.5 Historic and Forecasted Market Size By Application
  10.5.1 Consumer
  10.5.2 Commercial Use
10.6 Historic and Forecast Market Size by Country
  10.6.1 Germany
  10.6.2 U.K.
  10.6.3 France
  10.6.4 Italy
  10.6.5 Russia
  10.6.6 Spain
  10.6.7 Rest of Europe

CHAPTER 11: ASIA-PACIFIC AR AND VR SOLUTIONS MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

11.1 Key Market Trends, Growth Factors and Opportunities
11.2 Impact of Covid-19
11.3 Key Players
11.4 Key Market Trends, Growth Factors and Opportunities
11.4 Historic and Forecasted Market Size By Type
  11.4.1 Hardware and Devices
  11.4.2 Software and Services
11.5 Historic and Forecasted Market Size By Application
  11.5.1 Consumer
  11.5.2 Commercial Use
11.6 Historic and Forecast Market Size by Country
  11.6.1 China
  11.6.2 India
  11.6.3 Japan
  11.6.4 Singapore
  11.6.5 Australia
  11.6.6 New Zealand
  11.6.7 Rest of APAC

CHAPTER 12: MIDDLE EAST & AFRICA AR AND VR SOLUTIONS MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

12.1 Key Market Trends, Growth Factors and Opportunities
12.2 Impact of Covid-19
12.3 Key Players
12.4 Key Market Trends, Growth Factors and Opportunities
12.4 Historic and Forecasted Market Size By Type
  12.4.1 Hardware and Devices
  12.4.2 Software and Services
12.5 Historic and Forecasted Market Size By Application
  12.5.1 Consumer
  12.5.2 Commercial Use
12.6 Historic and Forecast Market Size by Country
  12.6.1 Turkey
  12.6.2 Saudi Arabia
  12.6.3 Iran
  12.6.4 UAE
  12.6.5 Africa
  12.6.6 Rest of MEA

CHAPTER 13: SOUTH AMERICA AR AND VR SOLUTIONS MARKET ANALYSIS, INSIGHTS AND FORECAST, 2016-2028

13.1 Key Market Trends, Growth Factors and Opportunities
13.2 Impact of Covid-19
13.3 Key Players
13.4 Key Market Trends, Growth Factors and Opportunities
13.4 Historic and Forecasted Market Size By Type
  13.4.1 Hardware and Devices
  13.4.2 Software and Services
13.5 Historic and Forecasted Market Size By Application
  13.5.1 Consumer
  13.5.2 Commercial Use
13.6 Historic and Forecast Market Size by Country
  13.6.1 Brazil
  13.6.2 Argentina
  13.6.3 Rest of SA

CHAPTER 14 INVESTMENT ANALYSIS

CHAPTER 15 ANALYST VIEWPOINT AND CONCLUSION
LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. AR AND VR SOLUTIONS MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. AR AND VR SOLUTIONS MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. AR AND VR SOLUTIONS MARKET COMPETITIVE RIVALRY
TABLE 005. AR AND VR SOLUTIONS MARKET THREAT OF NEW ENTRANTS
TABLE 006. AR AND VR SOLUTIONS MARKET THREAT OF SUBSTITUTES
TABLE 007. AR AND VR SOLUTIONS MARKET BY TYPE
TABLE 008. HARDWARE AND DEVICES MARKET OVERVIEW (2016-2028)
TABLE 009. SOFTWARE AND SERVICES MARKET OVERVIEW (2016-2028)
TABLE 010. AR AND VR SOLUTIONS MARKET BY APPLICATION
TABLE 011. CONSUMER MARKET OVERVIEW (2016-2028)
TABLE 012. COMMERCIAL USE MARKET OVERVIEW (2016-2028)
TABLE 013. NORTH AMERICA AR AND VR SOLUTIONS MARKET, BY TYPE (2016-2028)
TABLE 014. NORTH AMERICA AR AND VR SOLUTIONS MARKET, BY APPLICATION (2016-2028)
TABLE 015. N AR AND VR SOLUTIONS MARKET, BY COUNTRY (2016-2028)
TABLE 016. EUROPE AR AND VR SOLUTIONS MARKET, BY TYPE (2016-2028)
TABLE 017. EUROPE AR AND VR SOLUTIONS MARKET, BY APPLICATION (2016-2028)
TABLE 018. AR AND VR SOLUTIONS MARKET, BY COUNTRY (2016-2028)
TABLE 019. ASIA PACIFIC AR AND VR SOLUTIONS MARKET, BY TYPE (2016-2028)
TABLE 020. ASIA PACIFIC AR AND VR SOLUTIONS MARKET, BY APPLICATION (2016-2028)
TABLE 021. AR AND VR SOLUTIONS MARKET, BY COUNTRY (2016-2028)
TABLE 022. MIDDLE EAST & AFRICA AR AND VR SOLUTIONS MARKET, BY TYPE (2016-2028)
TABLE 023. MIDDLE EAST & AFRICA AR AND VR SOLUTIONS MARKET, BY APPLICATION (2016-2028)
TABLE 024. AR AND VR SOLUTIONS MARKET, BY COUNTRY (2016-2028)
TABLE 025. SOUTH AMERICA AR AND VR SOLUTIONS MARKET, BY TYPE (2016-2028)
TABLE 026. SOUTH AMERICA AR AND VR SOLUTIONS MARKET, BY APPLICATION (2016-2028)
TABLE 027. AR AND VR SOLUTIONS MARKET, BY COUNTRY (2016-2028)
TABLE 028. ZUGARA: SNAPSHOT
TABLE 029. ZUGARA: BUSINESS PERFORMANCE
TABLE 030. ZUGARA: PRODUCT PORTFOLIO
TABLE 031. ZUGARA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 031. CONTINENTAL: SNAPSHOT
TABLE 032. CONTINENTAL: BUSINESS PERFORMANCE
TABLE 033. CONTINENTAL: PRODUCT PORTFOLIO
TABLE 034. CONTINENTAL: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 034. WIKITUDE GMBH: SNAPSHOT
TABLE 035. WIKITUDE GMBH: BUSINESS PERFORMANCE
TABLE 036. WIKITUDE GMBH: PRODUCT PORTFOLIO
TABLE 037. WIKITUDE GMBH: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 037. OSTERHOUT DESIGN GROUP: SNAPSHOT
TABLE 038. OSTERHOUT DESIGN GROUP: BUSINESS PERFORMANCE
TABLE 039. OSTERHOUT DESIGN GROUP: PRODUCT PORTFOLIO
TABLE 040. OSTERHOUT DESIGN GROUP: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 040. MICROSOFT: SNAPSHOT
TABLE 041. MICROSOFT: BUSINESS PERFORMANCE
TABLE 042. MICROSOFT: PRODUCT PORTFOLIO
TABLE 043. MICROSOFT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 043. VISTEON: SNAPSHOT
TABLE 044. VISTEON: BUSINESS PERFORMANCE
TABLE 045. VISTEON: PRODUCT PORTFOLIO
TABLE 046. VISTEON: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 046. OCULUS VR (FACEBOOK): SNAPSHOT
TABLE 047. OCULUS VR (FACEBOOK): BUSINESS PERFORMANCE
TABLE 048. OCULUS VR (FACEBOOK): PRODUCT PORTFOLIO
TABLE 049. OCULUS VR (FACEBOOK): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 049. UPSKILL: SNAPSHOT
TABLE 050. UPSKILL: BUSINESS PERFORMANCE
TABLE 051. UPSKILL: PRODUCT PORTFOLIO
TABLE 052. UPSKILL: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 052. HTC: SNAPSHOT
TABLE 053. HTC: BUSINESS PERFORMANCE
TABLE 054. HTC: PRODUCT PORTFOLIO
TABLE 055. HTC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 055. EON REALITY: SNAPSHOT
TABLE 056. EON REALITY: BUSINESS PERFORMANCE
TABLE 057. EON REALITY: PRODUCT PORTFOLIO
TABLE 058. EON REALITY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 058. PTC: SNAPSHOT
TABLE 059. PTC: BUSINESS PERFORMANCE
TABLE 060. PTC: PRODUCT PORTFOLIO
TABLE 061. PTC: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 061. DAQRI: SNAPSHOT
TABLE 062. DAQRI: BUSINESS PERFORMANCE
TABLE 063. DAQRI: PRODUCT PORTFOLIO
TABLE 064. DAQRI: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 064. APPLE: SNAPSHOT
TABLE 065. APPLE: BUSINESS PERFORMANCE
TABLE 066. APPLE: PRODUCT PORTFOLIO
TABLE 067. APPLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 067. INTEL: SNAPSHOT
TABLE 068. INTEL: BUSINESS PERFORMANCE
TABLE 069. INTEL: PRODUCT PORTFOLIO
TABLE 070. INTEL: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 070. SAMSUNG ELECTRONICS: SNAPSHOT
TABLE 071. SAMSUNG ELECTRONICS: BUSINESS PERFORMANCE
TABLE 072. SAMSUNG ELECTRONICS: PRODUCT PORTFOLIO
TABLE 073. SAMSUNG ELECTRONICS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 073. INFINITY AUGMENTED REALITY: SNAPSHOT
TABLE 074. INFINITY AUGMENTED REALITY: BUSINESS PERFORMANCE
TABLE 075. INFINITY AUGMENTED REALITY: PRODUCT PORTFOLIO
TABLE 076. INFINITY AUGMENTED REALITY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 076. VUZIX: SNAPSHOT
TABLE 077. VUZIX: BUSINESS PERFORMANCE
TABLE 078. VUZIX: PRODUCT PORTFOLIO
TABLE 079. VUZIX: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 079. BLIPPAR: SNAPSHOT
TABLE 080. BLIPPAR: BUSINESS PERFORMANCE
TABLE 081. BLIPPAR: PRODUCT PORTFOLIO
TABLE 082. BLIPPAR: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 082. GOOGLE: SNAPSHOT
TABLE 083. GOOGLE: BUSINESS PERFORMANCE
TABLE 084. GOOGLE: PRODUCT PORTFOLIO
TABLE 085. GOOGLE: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 085. MAGIC LEAP: SNAPSHOT
TABLE 086. MAGIC LEAP: BUSINESS PERFORMANCE
TABLE 087. MAGIC LEAP: PRODUCT PORTFOLIO
TABLE 088. MAGIC LEAP: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 088. SONY: SNAPSHOT
TABLE 089. SONY: BUSINESS PERFORMANCE
TABLE 090. SONY: PRODUCT PORTFOLIO
TABLE 091. SONY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 091. MAXST: SNAPSHOT
TABLE 092. MAXST: BUSINESS PERFORMANCE
TABLE 093. MAXST: PRODUCT PORTFOLIO
TABLE 094. MAXST: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. AR AND VR SOLUTIONS MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. AR AND VR SOLUTIONS MARKET OVERVIEW BY TYPE
FIGURE 012. HARDWARE AND DEVICES MARKET OVERVIEW (2016-2028)
FIGURE 013. SOFTWARE AND SERVICES MARKET OVERVIEW (2016-2028)
FIGURE 014. AR AND VR SOLUTIONS MARKET OVERVIEW BY APPLICATION
FIGURE 015. CONSUMER MARKET OVERVIEW (2016-2028)
FIGURE 016. COMMERCIAL USE MARKET OVERVIEW (2016-2028)
FIGURE 017. NORTH AMERICA AR AND VR SOLUTIONS MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 018. EUROPE AR AND VR SOLUTIONS MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 019. ASIA PACIFIC AR AND VR SOLUTIONS MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 020. MIDDLE EAST & AFRICA AR AND VR SOLUTIONS MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 021. SOUTH AMERICA AR AND VR SOLUTIONS MARKET OVERVIEW BY COUNTRY (2016-2028)


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