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North America Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity

  • ID: 4861000
  • Report
  • November 2019
  • Region: North America
  • 106 pages
  • Grace Market Data
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FEATURED COMPANIES

  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • MORE
As the largest regional market of augmented reality (AR) and virtual reality (VR) technologies, North America is expected to have an addressable market value of $258.6 billion for AR and VR during 2019-2026, representing a remarkable 2019-2026 CAGR of 32.3%.

Highlighted with 25 tables and 38 figures, this 106-page report “North America Augmented Reality and Virtual Reality Market by Technology, Component, Device Type, Industry Vertical, End-user, and Country 2019-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire North America augmented reality and virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2015-2018, revenue estimates for 2019, and forecasts from 2020 till 2026.

In-depth qualitative analyses include identification and investigation of the following aspects:
  • Market Structure
  • Growth Drivers
  • Restraints and Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter’s Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America augmented reality and virtual reality market in every aspect of the classification from perspectives of Technology, Component, Device Type, Industry Vertical, End-user, and Country.

Based on technology, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality (AR)
  • Marker-based Augmented Reality (further segmented into Passive Marker and Active Marker)
  • Markerless Augmented Reality (further segmented into Model based Tracking and Image based Processing)
Virtual Reality (VR)
  • Nonimmersive Technology
  • Semi-Immersive and Fully Immersive Technology
Based on component, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Hardware
  • Sensors
  • Semiconductor Component
  • Displays and Projectors
  • Position Trackers
  • Cameras
  • Others
Software
  • Software Developer Kits
  • Cloud Services
Based on device type, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.

Augmented Reality Devices
  • Head-Mounted Display (HMD)
  • Head-Up Display (HUD)
  • Handheld Device
Virtual Reality Devices
  • Head-Mounted Display (HMD)
  • Gesture-Tracking Device
  • Projector & Display Wall
Based on industry vertical, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
  • Gaming
  • Entertainment & Media
  • Aerospace & Defense
  • Healthcare
  • Education
  • Manufacturing
  • Retail
  • Others
Based on end-user, the North America market is segmented into the following sub-markets with annual revenue for 2015-2026 (historical and forecast) included in each section.
  • Consumer
  • Enterprise (further split into Large Enterprises and Small- & Medium-sized Enterprises)
Geographically, the following listed national markets are fully investigated:
  • U.S.
  • Canada
For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2015-2026. The breakdown of key national markets by Technology, Component, and Industry Vertical over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in North America augmented reality and virtual reality market are assayed quantitatively and qualitatively through the Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players:
  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation
(Please note: The report will be updated before delivery if necessary, so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • MORE
1 Introduction
1.1 Industry Definition and Research Scope
1.1.1 Industry Definition
1.1.2 Research Scope
1.2 Research Methodology
1.2.1 Overview of Market Research Methodology
1.2.2 Market Assumption
1.2.3 Secondary Data
1.2.4 Primary Data
1.2.5 Data Filtration and Model Design
1.2.6 Market Size/Share Estimation
1.2.7 Research Limitations
1.3 Executive Summary

2 Market Overview and Qualitative Analysis
2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis

3 Segmentation of North America Market by Technology
3.1 Market Overview by Technology
3.2 North America Augmented Reality (AR) Market 2015-2026
3.2.1 Marker-based Augmented Reality
3.2.2 Markerless Augmented Reality
3.3 North America Virtual Reality (VR) Market 2015-2026
3.3.1 Nonimmersive Technology
3.2.2 Semi-Immersive and Fully Immersive Technology

4 Segmentation of North America Market by Component
4.1 Market Overview by Component
4.2 North America AR and VR Hardware Market 2015-2026
4.3 North America AR and VR Software Market 2015-2026

5 Segmentation of North America Market by Device Type
5.1 Market Overview by Device Type
5.2 North America AR Devices Market 2015-2026
5.2.1 Head-Mounted Display (HMD)
5.2.2 Head-Up Display (HUD)
5.2.3 Handheld Device
5.3 North America VR Devices Market 2015-2026
5.3.1 Head-Mounted Display (HMD)
5.3.2 Gesture-Tracking Device
5.3.3 Projector & Display Wall

6 Segmentation of North America Market by Industry Vertical
6.1 Market Overview by Industry Vertical
6.2 North America Augmented Reality and Virtual Reality Market for Gaming 2015-2026
6.3 North America Augmented Reality and Virtual Reality Market for Entertainment & Media 2015-2026
6.4 North America Augmented Reality and Virtual Reality Market for Aerospace & Defense 2015-2026
6.5 North America Augmented Reality and Virtual Reality Market for Healthcare 2015-2026
6.6 North America Augmented Reality and Virtual Reality Market for Education 2015-2026
6.7 North America Augmented Reality and Virtual Reality Market for Manufacturing 2015-2026
6.8 North America Augmented Reality and Virtual Reality Market for Retail 2015-2026
6.9 North America Augmented Reality and Virtual Reality Market for Other Sectors 2015-2026

7 Segmentation of North America Market by End-user
7.1 Market Overview by End-user
7.2 North America Consumer AR and VR Market 2015-2026
7.3 North America Enterprise AR and VR Market 2015-2026

8 North America Market 2015-2026 by Country
8.1 Overview of North America Market
8.2 U.S. Market
8.3 Canadian Market

9 Competitive Landscape
9.1 Overview of Key Vendors
9.2 Company Profiles

10 Investing in North America Market: Risk Assessment and Management
10.1 Risk Evaluation of North America Market
10.2 Critical Success Factors (CSFs)
Note: Product cover images may vary from those shown
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  • DAQR
  • EON. Reality Inc.
  • Facebook
  • Google
  • HTC
  • Microsoft
  • Samsung
  • Seiko Epson
  • Sony
  • Vuzix Corporation
Note: Product cover images may vary from those shown
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