Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined as an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality first-hand, primarily by stimulating their vision and hearing.
Scope of the Report:
Augmented Reality is more common, owing to the less taxing technology and development time requirements as compared to virtual reality.
The worldwide market for AR and VR is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new GIR (Global Info Research) study.
This report focuses on the AR and VR in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Market Segment by Manufacturers, this report covers
Alphabet
Samsung
Microsoft
Apple
BMW
Worldviz LLC
Qualcomm
Atheer
Daqri
Echopixel
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Software
Service
Market Segment by Applications, can be divided into
Aerospace & Defense
Gaming
Medicine
E-Commerce
Education
Art & Entertainment
Business
Emergency Services
Others
There are 15 Chapters to deeply display the global AR and VR market.
Chapter 1, to describe AR and VR Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of AR and VR, with sales, revenue, and price of AR and VR, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of AR and VR, for each region, from 2013 to 2018;
Chapter 5, 6, 7, 8 and 9, to analyze the market by countries, by type, by application and by manufacturers, with sales, revenue and market share by key countries in these regions;
Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2013 to 2018;
Chapter 12, AR and VR market forecast, by regions, type and application, with sales and revenue, from 2018 to 2023;
Chapter 13, 14 and 15, to describe AR and VR sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Market Overview
1.1 AR and VR Introduction
1.2 Market Analysis by Type
1.2.1 Software
1.2.2 Service
1.3 Market Analysis by Applications
1.3.1 Aerospace & Defense
1.3.2 Gaming
1.3.3 Medicine
1.3.4 E-Commerce
1.3.5 Education
1.3.6 Art & Entertainment
1.3.7 Business
1.3.8 Emergency Services
1.3.9 Others
1.4 Market Analysis by Regions
1.4.1 North America (United States, Canada and Mexico)
1.4.1.1 United States Market States and Outlook (2013-2023)
1.4.1.2 Canada Market States and Outlook (2013-2023)
1.4.1.3 Mexico Market States and Outlook (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2013-2023)
1.4.2.2 France Market States and Outlook (2013-2023)
1.4.2.3 UK Market States and Outlook (2013-2023)
1.4.2.4 Russia Market States and Outlook (2013-2023)
1.4.2.5 Italy Market States and Outlook (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2013-2023)
1.4.3.2 Japan Market States and Outlook (2013-2023)
1.4.3.3 Korea Market States and Outlook (2013-2023)
1.4.3.4 India Market States and Outlook (2013-2023)
1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)
1.4.4 South America, Middle East and Africa
1.4.4.1 Brazil Market States and Outlook (2013-2023)
1.4.4.2 Egypt Market States and Outlook (2013-2023)
1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)
1.4.4.4 South Africa Market States and Outlook (2013-2023)
1.4.4.5 Nigeria Market States and Outlook (2013-2023)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 Alphabet
2.1.1 Business Overview
2.1.2 AR and VR Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Alphabet AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.2 Samsung
2.2.1 Business Overview
2.2.2 AR and VR Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Samsung AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.3 Microsoft
2.3.1 Business Overview
2.3.2 AR and VR Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Microsoft AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.4 Apple
2.4.1 Business Overview
2.4.2 AR and VR Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Apple AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.5 BMW
2.5.1 Business Overview
2.5.2 AR and VR Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 BMW AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.6 Worldviz LLC
2.6.1 Business Overview
2.6.2 AR and VR Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Worldviz LLC AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.7 Qualcomm
2.7.1 Business Overview
2.7.2 AR and VR Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Qualcomm AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.8 Atheer
2.8.1 Business Overview
2.8.2 AR and VR Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Atheer AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.9 Daqri
2.9.1 Business Overview
2.9.2 AR and VR Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Daqri AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.10 Echopixel
2.10.1 Business Overview
2.10.2 AR and VR Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 Echopixel AR and VR Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
3 Global AR and VR Sales, Revenue, Market Share and Competition by Manufacturer (2016-2017)
3.1 Global AR and VR Sales and Market Share by Manufacturer (2016-2017)
3.2 Global AR and VR Revenue and Market Share by Manufacturer (2016-2017)
3.3 Market Concentration Rate
3.3.1 Top 3 AR and VR Manufacturer Market Share in 2017
3.3.2 Top 6 AR and VR Manufacturer Market Share in 2017
3.4 Market Competition Trend
4 Global AR and VR Market Analysis by Regions
4.1 Global AR and VR Sales, Revenue and Market Share by Regions
4.1.1 Global AR and VR Sales and Market Share by Regions (2013-2018)
4.1.2 Global AR and VR Revenue and Market Share by Regions (2013-2018)
4.2 North America AR and VR Sales and Growth Rate (2013-2018)
4.3 Europe AR and VR Sales and Growth Rate (2013-2018)
4.4 Asia-Pacific AR and VR Sales and Growth Rate (2013-2018)
4.5 South America AR and VR Sales and Growth Rate (2013-2018)
4.6 Middle East and Africa AR and VR Sales and Growth Rate (2013-2018)
5 North America AR and VR by Countries
5.1 North America AR and VR Sales, Revenue and Market Share by Countries
5.1.1 North America AR and VR Sales and Market Share by Countries (2013-2018)
5.1.2 North America AR and VR Revenue and Market Share by Countries (2013-2018)
5.2 United States AR and VR Sales and Growth Rate (2013-2018)
5.3 Canada AR and VR Sales and Growth Rate (2013-2018)
5.4 Mexico AR and VR Sales and Growth Rate (2013-2018)
6 Europe AR and VR by Countries
6.1 Europe AR and VR Sales, Revenue and Market Share by Countries
6.1.1 Europe AR and VR Sales and Market Share by Countries (2013-2018)
6.1.2 Europe AR and VR Revenue and Market Share by Countries (2013-2018)
6.2 Germany AR and VR Sales and Growth Rate (2013-2018)
6.3 UK AR and VR Sales and Growth Rate (2013-2018)
6.4 France AR and VR Sales and Growth Rate (2013-2018)
6.5 Russia AR and VR Sales and Growth Rate (2013-2018)
6.6 Italy AR and VR Sales and Growth Rate (2013-2018)
7 Asia-Pacific AR and VR by Countries
7.1 Asia-Pacific AR and VR Sales, Revenue and Market Share by Countries
7.1.1 Asia-Pacific AR and VR Sales and Market Share by Countries (2013-2018)
7.1.2 Asia-Pacific AR and VR Revenue and Market Share by Countries (2013-2018)
7.2 China AR and VR Sales and Growth Rate (2013-2018)
7.3 Japan AR and VR Sales and Growth Rate (2013-2018)
7.4 Korea AR and VR Sales and Growth Rate (2013-2018)
7.5 India AR and VR Sales and Growth Rate (2013-2018)
7.6 Southeast Asia AR and VR Sales and Growth Rate (2013-2018)
8 South America AR and VR by Countries
8.1 South America AR and VR Sales, Revenue and Market Share by Countries
8.1.1 South America AR and VR Sales and Market Share by Countries (2013-2018)
8.1.2 South America AR and VR Revenue and Market Share by Countries (2013-2018)
8.2 Brazil AR and VR Sales and Growth Rate (2013-2018)
8.3 Argentina AR and VR Sales and Growth Rate (2013-2018)
8.4 Colombia AR and VR Sales and Growth Rate (2013-2018)
9 Middle East and Africa AR and VR by Countries
9.1 Middle East and Africa AR and VR Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa AR and VR Sales and Market Share by Countries (2013-2018)
9.1.2 Middle East and Africa AR and VR Revenue and Market Share by Countries (2013-2018)
9.2 Saudi Arabia AR and VR Sales and Growth Rate (2013-2018)
9.3 UAE AR and VR Sales and Growth Rate (2013-2018)
9.4 Egypt AR and VR Sales and Growth Rate (2013-2018)
9.5 Nigeria AR and VR Sales and Growth Rate (2013-2018)
9.6 South Africa AR and VR Sales and Growth Rate (2013-2018)
10 Global AR and VR Market Segment by Type
10.1 Global AR and VR Sales, Revenue and Market Share by Type (2013-2018)
10.1.1 Global AR and VR Sales and Market Share by Type (2013-2018)
10.1.2 Global AR and VR Revenue and Market Share by Type (2013-2018)
10.2 Software Sales Growth and Price
10.2.1 Global Software Sales Growth (2013-2018)
10.2.2 Global Software Price (2013-2018)
10.3 Service Sales Growth and Price
10.3.1 Global Service Sales Growth (2013-2018)
10.3.2 Global Service Price (2013-2018)
11 Global AR and VR Market Segment by Application
11.1 Global AR and VR Sales Market Share by Application (2013-2018)
11.2 Aerospace & Defense Sales Growth (2013-2018)
11.3 Gaming Sales Growth (2013-2018)
11.4 Medicine Sales Growth (2013-2018)
11.5 E-Commerce Sales Growth (2013-2018)
11.6 Education Sales Growth (2013-2018)
11.7 Art & Entertainment Sales Growth (2013-2018)
11.8 Business Sales Growth (2013-2018)
11.9 Emergency Services Sales Growth (2013-2018)
11.10 Others Sales Growth (2013-2018)
12 AR and VR Market Forecast (2018-2023)
12.1 Global AR and VR Sales, Revenue and Growth Rate (2018-2023)
12.2 AR and VR Market Forecast by Regions (2018-2023)
12.2.1 North America AR and VR Market Forecast (2018-2023)
12.2.2 Europe AR and VR Market Forecast (2018-2023)
12.2.3 Asia-Pacific AR and VR Market Forecast (2018-2023)
12.2.4 South America AR and VR Market Forecast (2018-2023)
12.2.5 Middle East and Africa AR and VR Market Forecast (2018-2023)
12.3 AR and VR Market Forecast by Type (2018-2023)
12.3.1 Global AR and VR Sales Forecast by Type (2018-2023)
12.3.2 Global AR and VR Market Share Forecast by Type (2018-2023)
12.4 AR and VR Market Forecast by Application (2018-2023)
12.4.1 Global AR and VR Sales Forecast by Application (2018-2023)
12.4.2 Global AR and VR Market Share Forecast by Application (2018-2023)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.1.3 Marketing Channel Future Trend
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
List of Tables and Figures
Figure AR and VR Picture
Table Product Specifications of AR and VR
Figure Global Sales Market Share of AR and VR by Types in 2017
Table AR and VR Types for Maj