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Global and China VR and AR Industry Report, 2016-2020

  • ID: 3872393
  • Report
  • Region: Global, China
  • 170 Pages
  • Research In China
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Global VR/AR Market will Reach USD970 Million and USD500 Million in 2016 and USD30 Billion and USD90.8 Billion in 2020, Respectively


  • Google
  • HTC
  • LeEco
  • Lenovo Group
  • Meta
  • Oculus
  • MORE
The Global and China VR and AR Industry Report, 2016-2020 highlights the followings:

- Classification, composition, operating principles, and applications of VR/AR products;
- VR/AR industry chain, primarily four links (output & input hardware devices, components (chips & vendors, display, sensors, Pico devices), operating systems, software algorithms & contents);
- Global VR/AR market (status quo, market size, shipments, technical patent, development bottlenecks, and trends);
- Chinese VR/AR market (status quo, competitive landscape, market size, shipments, consumer environment consumer environments, and trends);
- Five foreign VR/AR companies and six domestic VR/AR players (products, VR/AR business, etc.)

VR, which provides immersive closed-loop experience, can only be used to a limited extent due to the size and weight of head-mounted devices, and will still be the main force of the market before consumer-grade AR products are achieved in the aspects of technology and prices of hardware. However, it is expected AR hardware and technology will be fully mature and quickly capture VR market in 2019 because of its wide applicability in business market. Hence, global VR/AR market will reach USD970 million and USD500 million in 2016 and USD30 billion and USD90.8 billion in 2020, respectively.

VR products can be categorized into three kinds (desktop, immersive, and distributed) and are applied to fields covering game, event live streaming, social experience, VR business, medical & healthcare, bodybuilding, advertorial & sponsored content, entertainment & film, communications, training & teaching simulation, and tourism.

Today’s AR hardware is typically implemented in three ways: head-mounted displays, hand-held displays, and world-fixed displays by the distance away from eyes, with the first the most commonly seen. AR technology now is primarily applied to industrial manufacturing, repair, healthcare, military, television relaying, games entertainment, education, relic restoration, tourism exhibition, and municipal construction planning, chiefly for commercial use.

VR Trends:

- Gradually-formed industrial standards raise access threshold, thus eliminating less competitive teams and companies;
- Large companies gradually build perfect VR ecosystem;
- PC VR products, primarily games and movies, will be targeted at expert players and game enthusiasts;
- Mobile VR products gradually move into business fields like education and tourism;
- The number of content development teams will increase, and the scope of VR contents will broaden.

AR Trends:

- Display devices become smaller, and any plane can be bent into a screen;
- Fusion of AR technology and 3D visualization technology and projection technology brings about disruptive changes to navigation;
- Seamless docking between data visualization and users’ wearable devices;
- Gesture interaction becomes more mature; the relationship between human and technology will be redefined; human body language will interact well with technology products;
- Touch technology will usher in great progress and get applied to national defense, administration and law enforcement, and healthcare;
- Smart showroom, smart tourism, and AR theme park will develop or be presented before target audiences on the original basis;
- Intelligent glasses will be the mainstream trend of AR hardware, bracing the upcoming era of "de-cellphone-ization";
- AR software will be more oriented toward consumer groups, growing daily in the aspects of shopping, entertainment, and education.
Note: Product cover images may vary from those shown
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  • Google
  • HTC
  • LeEco
  • Lenovo Group
  • Meta
  • Oculus
  • MORE
1 Overview of VR/AR
1.1 Definition of VR/AR/MR
1.2 Classification and Difference of VR/AR
1.2.1 Classification of VR
1.2.2 Classification of AR
1.3 Composition of VR/AR
1.3.1 Composition of VR System
1.3.2 Composition of AR System
1.4 Operating Principles of VR/AR
1.4.1 Operating Principle of VR
1.4.2 Operating Principle of AR
1.5 Application of VR/AR

2 VR/AR Industry Chain
2.1 Output/Input Hardware Devices
2.1.1 Output Devices of VR
2.1.2 Input Devices of VR
2.2 Components
2.2.1 Video Processing Chip
2.2.2 Chip Vendors
2.2.3 Display
2.2.4 Sensor
2.2.5 Micro-projection Device
2.3 Operating System and Software Algorithim
2.4 Content

3 Global VR/AR Market
3.1 Status Quo
3.2 Market Size
3.3 Shipments
3.4 Technical Patents
3.5 Development Bottlenecks
3.6 Development Trends

4 Major Global VR/AR Companies
4.1 Oculus
4.1.1 Profile
4.1.2 VR/AR Products
4.1.3 Market Share
4.1.4 Pain Points of Users
4.2 Google
4.2.1 Profile
4.2.2 VR/AR Products
4.3 HTC
4.3.1 Profile
4.3.2 VR/AR Products
4.3.3 Operation
4.3.4 Shipments
4.4 SONY
4.4.1 Profile
4.4.2 VR/AR Products
4.4.3 Operation
4.5 Meta
4.5.1 Profile
4.5.2 VR/AR Products

5 Chinese VR/AR Market
5.1 Status Quo
5.2 Competitive Landscape
5.3 Market Size
5.4 Shipments
5.5 Consumer Environments
5.6 Development Trends

6 Major Chinese VR/AR Enterprises
6.1 Beijing Baofeng Mojing Technology Co., Ltd.
6.1.1 Profile
6.1.2 VR/AR Products
6.2 LeEco
6.2.1 Profile
6.2.2 VR/AR Products
6.2.3 Operation
6.2.4 VR Business
6.3 Jingweidu Technology Co., Ltd.
6.3.1 Profile
6.3.2 VR/AR Products
6.4 Lenovo Group
6.4.1 Profile
6.4.2 AR Products
6.4.3 VR/AR Business
6.5 HiScene (Shanghai) Information Technology Co., Ltd.
6.5.1 Profile
6.5.2 AR Products
6.6 Beijing VR-TIME Technology Co., Ltd.
6.6.1 Profile
6.6.2 VR/AR Products

List of Charts

- VR Experience
- Development History of VR
- AMC Models in VR Device Market
- Main Features of AR
- Application of AR in Life
- Development History of AR
- AMC Models in AR Industry
- Desktop VR System Structure
- Immersive VR System Structure
- Development History of Distributed VR
- Three Implementation Ways of AR (Head-mounted, Hand-held, World-fixed)
- Principle Diagram of Retinal Displays
- Video Head-mounted Display Technology
- Optical Head-mounted Display Technology
- Applications of AR in Cellphones and Tablets
- Transparent Hand-held AR Devices
- World-fixed Display AR
- Differences of VR and AR
- Components of VR System
- Composition of Head-mounted Display Device
- Composition of VR Head-mounted Display Device
- Architecture of AR System
- Composition of AR System
- Key Technologies for AR Hardware
- Fundamentals of VR Technology
- Principle of VR Binocular Stereovision
- Principle of VR Glasses-Covex Lens Imaging
- Principle of AR Technology
- Applications of VR
- Applications of VR
- VR/AR Ecosystem
- Representative VR/AR Hardware Devices
- Composition of VR/AR Hardware Device
- Indicators of VR Head-mounted Display Device
- Classification of VR Head-mounted Devices
- VR Glasses Box
- VR Resource Library of BaofengMojing
- Head-mounted VR Output Products at Home and Abroad
- Oculus Rift Head-mounted Device
- Foreign and Domestic PC VR Helmets
- Uranus One
- Domestic VR AIO Products
- Motion-capture VR Devices
- Motion-control VR Devices
- Comparison of Major VR Head-mounted Display Device Companies’ Solutions for Motion Input Devices
- Roadmap for Data Processing and Transmission of Video-processing Chip
- Requirements on VR Device Released by NVIDIA
- Four New Functions of AMD LiquidVR? Technology
- Video Processing Capacity of Qualcomm Snapdragon 820
- New Features of Adreno 530
- H8 Chip Solution of Allwinner Technology
- RK3288 VR Solution
- VR Device Time-lapse Factors (%)
- Mainstream VR Products Adopting AMOLED Display
- Global AMOLED Capacity Structure, 2011-2015
- AMOLED Capacity of Major Enterprises in China
- Diagram of Functional Architecture of Microsoft Kinect
- Data Acquisition and Modeling Recognition of Microsoft Kinect
- Laser Transmitters of Lighthouse
- Operation Diagram of Lighthouse System
- Diagram of FOVE Eye-tracking System
- Interaction Steps of FOVE
- Foreign IT Giants’ Footprint in VR/AR Sensor Technology
- Operating Principle of G-mition
- Operating Principle of Optical AR
- Operating Principle of Video AR
- Principle Diagram of Google Glass
- Projection Principles of LCD and LCOS
- Development of Major Global LCOS Chip Makers’ LCOS Technology
- Projection Principles of DLP
- DLP Pico0.47-inch TRP Full-HD 1080p Chipset
- Performance of LCD, LCOS, and DLP
- Google’s and Microsoft’s Moves on VR Operating System
- Main Underlying Algorithms for VR Devices
- Production Process of VR Game
- Major VR Game Development Teams at Home and Abroad
- Major VR Content Platforms at Home and Abroad
- Future Content Distribution Models
- Global VR/AR Technology Maturity Curve
- Global VR/AR Companies’ Progress in Research into Head-mounted Display Device
- Slower Penetration of VR/AR than Smartphone and Tablet Worldwide
- Major Participants in VR Industry Worldwide
- Key Technology Firms Involved in VR
- Main Head-mounted AR Products Worldwide
- Global VR/AR Market Size, 2016-2020E
- VR/AR Market Share Structure, 2020E
- Global VR/AR Hardware Shipments, 2016-2020E
- Global VR Hardware Shipments by Consumer Group, 2020E
- Global AR Hardware Shipments by Consumer Group, 2020E
- Global VR Technology Patents by Company
- Global AR Patent Application, 1995-2015
- Major Generators of AR Technologies Worldwide
- Target Nations of AR Technologies
- Current Development Bottlenecks of VR
- Current Development Bottlenecks of AR
- Indicators and Development Trends of VR Head-mounted Device
- Development Trends of AR Industry
- Product Releases of Oculus
- Specifications of Oculus Rift DK2
- Oculus Rift DK2- Motherboard Chip
- Oculus Rift DK2- HDMI Cable Chip
- Oculus Rift DK2- Display Panel Chip
- Oculus Rift DK2- Camera Motherboard Chip
- Specifications of Oculus Rift CV1
- Oculus Rift CV1- Motherboard Chip
- Oculus Rift CV1- AMOLED and On-screen Touch
- Oculus Rift CV1- Optical Lens
- Oculus Rift CV1- Infrared Camera Disassembly
- Oculus Rift CV1- LED Driver Chip
- Specifications of Gear VR
- Internal Component Chips of Gear VR
- Market Share of Oculus’s Products, Apr-Jun 2016
- Google’s Presence in VR/AR
- Specifications of Google Glass
- Google Glass- Side Touch Module
- Google Glass- Master CPU Board
- Google Glass- Battery
- Google Cardboard
- Product Development History of HTC
- HTC’s Presence in VR/AR
- Specifications of HTC Vive
- HTC Vive- Sensor
- HTC Vive- Front Camera
- HTC Vive- Motherboard Chip
- HTC Vive- Display Panel and Lens
- HTC Vive- Handle
- HTC Vive- Handle Microcontroller and Battery
- HTC Vive- Handle Motherboard Chip
- Lighthouse- Positioning Base Station
- Lighthouse- Motherboard Chip
- Revenue of HTC, 2012-2015
- R&D Expenditure of HTC, 2014-2016Q1
- Data on Steamspy Platform
- Parameters of SONY PlayStation VR
- Outline of Main Functions of SONY PlayStation VR
- Advantages and Disadvantages of PS VR and Oculus Rift and HTC Vive
- Operation of Sony, FY2012-FY2016
- Development History of Meta
- Parameters of Meta Pro
- Parameters of Meta 1
- Parameters of Meta 2
- Corporate Customers of Meta
- Serious Lack of Clients and Technologies
- Major Domestic Suppliers of VR Products
- Profit Models of VR Industry in China
- Status Quo of VR Industry at Home and Abroad
- AR Industry Chain in China
- Financing in VR Industry in China, 2014-2016
- Number of VR/AR Brands in China, 2016H1
- Competitive Landscape of Main VR Products in China
- VR/AR Brand Awareness in China by Quarter, 2016H1
- VR/AR Product Awareness in China (TOP 15), 2016H1
- VR User Scale in China, 2016-2020E
- Chinese VR Hardware Device Market Size, 2016-2020E
- Chinese AR Hardware Device Market Size, 2016-2020E
- VR Hardware Device Shipments in China, 2016-2020E
- AR Hardware Device Shipments in China, 2016-2020E
- VR User Scale in China
- Use Frequency of VR Heavy User
- Daily Use Duration of VR Heavy User
- Content Preference of VR Heavy Users in China
- Video Content Preference of VR Heavy Users in China
- Type of Tourist Areas Preferred by VR Heavy Users in China
- Type of VR Devices to Be Purchased by VR Heavy Users Next Year
- VR Application Sectors Interesting VR Heavy/Light Users
- VR Application Scenarios Interesting VR Heavy/Light Users
- VR/AR Product Awareness in China by Product, 2016H1
- Fixed-point Devices Focusing More on Strong Interactive & Immersive Experience
- Development Direction of Mobile VR Device
- Trends of Classification of VR Scenarios
- VR/AR Will Promote Development of Communication System
- Equity Structure of BaofengMojing
- Advantages of BaofengMojing
- Product Releases of BaofengMojing
- Parameters of BaofengMojing 5
- STORM 5- MCU Chip
- STORM 5- USB Chipset
- Parameters of LeEco Super Helmet
- LeEco Super Helmet- Motherboard Chip
- LeEco Super Helmet- LCD
- Operation of LeEco, 2011-2016H2
- LeEco’s Presence in VR Ecosystem
- Parameters of 3Glasses D1 Developer Version
- Parameters of 3Glasses D2 Pioneer Version
- Parameters of 3Glasses Blubur S1
- Parameters of Lenovo NBD VUZIX M100 Intelligent Glasses
- Investments in HiScene
- Parameters of HiAR Glasses
- Some Partners of HiAR SDK
- Ownership Structure of LING VR
- Parameters of LING VR BAI 1S
- LING VR Handle
- Parameters of LING VR HEI
Note: Product cover images may vary from those shown
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- Beijing Baofeng Mojing Technology Co., Ltd.
- Beijing VR-TIME Technology Co., Ltd.
- Google
- HiScene (Shanghai) Information Technology Co., Ltd.
- Jingweidu Technology Co., Ltd.
- LeEco
- Lenovo Group
- Meta
- Oculus
Note: Product cover images may vary from those shown