Electrical Industry Today
AR and VR Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2018-2025
AR and VR Market:
Executive Summary
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.
Augmented Reality is more common, owing to the less taxing technology and development time requirements as compared to virtual reality.
In 2017, the global AR and VR market size was xx million US$ and is forecast to xx million US in 2025, growing at a CAGR of xx% from 2018. The objectives of this study are to define, segment, and project the size of the AR and VR market based on company, product type, application and key regions.
This report studies the global market size of AR and VR in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of AR and VR in these regions.
This research report categorizes the global AR and VR market by players/brands, region, type and application. This report also studies the global market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels, distributors and Porter's Five Forces Analysis.
The various contributors involved in the value chain of AR and VR include manufacturers, suppliers, distributors, intermediaries, and customers. The key manufacturers in the AR and VR include
- Alphabet
- Samsung
- Microsoft
- Apple
- BMW
- Worldviz LLC
- Qualcomm
- Atheer
- Daqri
- Echopixel
Market Size Split by Type
- Software
- Service
Market Size Split by Application
- Aerospace & Defense
- Gaming
- Medicine
- E-Commerce
- Education
- Art & Entertainment
- Business
- Emergency Services
- Others
The study objectives of this report are:
- To study and analyze the global AR and VR market size (value & volume) by company, key regions/countries, products and application, history data from 2013 to 2017, and forecast to 2025.
- To understand the structure of AR and VR market by identifying its various subsegments.
- To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
- Focuses on the key global AR and VR manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
- To analyze the AR and VR with respect to individual growth trends, future prospects, and their contribution to the total market.
- To project the value and volume of AR and VR submarkets, with respect to key regions (along with their respective key countries).
- To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
- To strategically profile the key players and comprehensively analyze their growth strategies.
In this study, the years considered to estimate the market size of AR and VR are as follows:
- History Year: 2013-2017
- Base Year: 2017
- Estimated Year: 2018
- Forecast Year 2018 to 2025
This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of AR and VR market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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Table of Contents
1 Study Coverage
1.1 AR and VR Product
1.2 Key Market Segments
1.3 Key Manufacturers Covered
1.4 Market by Type
1.4.1 Global AR and VR Market Size Growth Rate by Type
1.4.2 Software
1.4.3 Service
1.5 Market by Application
1.5.1 Global AR and VR Market Size Growth Rate by Application
1.5.2 Aerospace & Defense
1.5.3 Gaming
1.5.4 Medicine
1.5.5 E-Commerce
1.5.6 Education
1.5.7 Art & Entertainment
1.5.8 Business
1.5.9 Emergency Services
1.5.10 Others
1.6 Study Objectives
1.7 Years Considered
2 Executive Summary
2.1 Global AR and VR Market Size
2.1.1 Global AR and VR Revenue 2016-2025
2.1.2 Global AR and VR Sales 2016-2025
2.2 AR and VR Growth Rate by Regions
2.2.1 Global AR and VR Sales by Regions
2.2.2 Global AR and VR Revenue by Regions
3 Breakdown Data by Manufacturers
3.1 AR and VR Sales by Manufacturers
3.1.1 AR and VR Sales by Manufacturers
3.1.2 AR and VR Sales Market Share by Manufacturers
3.1.3 Global AR and VR Market Concentration Ratio (CR5 and HHI)
3.2 AR and VR Revenue by Manufacturers
3.2.1 AR and VR Revenue by Manufacturers (2016-2018)
3.2.2 AR and VR Revenue Share by Manufacturers (2016-2018)
3.3 AR and VR Price by Manufacturers
3.4 AR and VR Manufacturing Base Distribution, Product Types
3.4.1 AR and VR Manufacturers Manufacturing Base Distribution, Headquarters
3.4.2 Manufacturers AR and VR Product Category
3.4.3 Date of International Manufacturers Enter into AR and VR Market
3.5 Manufacturers Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type
4.1 Global AR and VR Sales by Type
4.2 Global AR and VR Revenue by Type
4.3 AR and VR Price by Type
…
11 Company Profiles
11.1 Alphabet
11.1.1 Alphabet Company Details
11.1.2 Company Description
11.1.3 Sales, Revenue and Gross Margin of AR and VR
11.1.4 AR and VR Product Description
11.1.5 Recent Development
11.2 Samsung
11.2.1 Samsung Company Details
11.2.2 Company Description
11.2.3 Sales, Revenue and Gross Margin of AR and VR
11.2.4 AR and VR Product Description
11.2.5 Recent Development
11.3 Microsoft
11.3.1 Microsoft Company Details
11.3.2 Company Description
11.3.3 Sales, Revenue and Gross Margin of AR and VR
11.3.4 AR and VR Product Description
11.3.5 Recent Development
11.4 Apple
11.4.1 Apple Company Details
11.4.2 Company Description
11.4.3 Sales, Revenue and Gross Margin of AR and VR
11.4.4 AR and VR Product Description
11.4.5 Recent Development
11.5 BMW
11.5.1 BMW Company Details
11.5.2 Company Description
11.5.3 Sales, Revenue and Gross Margin of AR and VR
11.5.4 AR and VR Product Description
11.5.5 Recent Development
11.6 Worldviz LLC
11.6.1 Worldviz LLC Company Details
11.6.2 Company Description
11.6.3 Sales, Revenue and Gross Margin of AR and VR
11.6.4 AR and VR Product Description
11.6.5 Recent Development
11.7 Qualcomm
11.7.1 Qualcomm Company Details
11.7.2 Company Description
11.7.3 Sales, Revenue and Gross Margin of AR and VR
11.7.4 AR and VR Product Description
11.7.5 Recent Development
11.8 Atheer
11.8.1 Atheer Company Details
11.8.2 Company Description
11.8.3 Sales, Revenue and Gross Margin of AR and VR
11.8.4 AR and VR Product Description
11.8.5 Recent Development
11.9 Daqri
11.9.1 Daqri Company Details
11.9.2 Company Description
11.9.3 Sales, Revenue and Gross Margin of AR and VR
11.9.4 AR and VR Product Description
11.9.5 Recent Development
11.10 Echopixel
11.10.1 Echopixel Company Details
11.10.2 Company Description
11.10.3 Sales, Revenue and Gross Margin of AR and VR
11.10.4 AR and VR Product Description
11.10.5 Recent Development
Continuous…
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