+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

PRINTER FRIENDLY

AR and VR Market Research Report: By Type (AR, VR), Offering (Hardware, Software), Device Type (AR Devices, VR Devices), Application (Consumer, Commercial, Enterprise) - Global Industry Analysis and Growth Forecast to 2030

  • ID: 5201180
  • Report
  • September 2020
  • Region: Global
  • 313 pages
  • Prescient & Strategic Intelligence Private Limited

FEATURED COMPANIES

  • Alphabet Inc.
  • EON Reality Inc.
  • Himax Technologies Inc.
  • Magic Leap Inc.
  • PTC Inc.
  • Seiko Epson Corporation
The global augmented reality (AR) and virtual reality (VR) market is projected to account for a revenue of $1,274.4 billion in 2030, rising from $37.0 billion in 2019, progressing at a robust CAGR of 42.9% during the forecast period (2020-2030). The rising penetration of smartphones and tablet computers, increasing technology adoption among enterprises, and surging focus of vendors on price reduction are the key factors leading to the growth of the market. Between AR and VR, the VR division accounted for the major share of the market in 2019.

The application of VR is rising in several industries, majorly gaming, and the prices of VR are declining, thereby leading to the increasing adoption of the technology. VR provided an immersive experience to consumers, which is why, companies in the gaming industry are incorporating these features into their services and products. The AR category is predicted to grow at a faster pace during the forecast period, owing to the various benefits offered by the technology.

On the basis of application, the AR and VR market is divided into enterprise, commercial, and consumer, out of which, the consumer division is predicted to hold the major share of the market in 2030. The rising awareness regarding AR and VR is the major reason for the growth of this division. The number of gamers across the globe is expected to rise in the coming years, which is projected to drive the demand for immersive and interactive gaming.

Geographically, the AR and VR market was dominated by North America during the historical period (2014-2019) and is predicted to hold the major share of the market during the forecast period as well. Within the region, the U.S. is leading the domain, owing to the presence of major companies in the country. In addition to this, the rising application of VR and AR in the healthcare and e-commerce sectors is also driving the growth of the regional domain.

The surging adoption of these technologies among enterprises is a key driving factor of the AR and VR market. The enterprise sector is one of the major targets for players in the domain. The potential of AR and VR technologies is huge in enterprises, as all key device manufacturers, solution providers, and app developers are targeting the sector. In addition to this, a lot of Fortune 500 businesses have started experimenting with VR and AR technologies, and few of them have already initiated pilot projects.

The surging penetration of tablet computers and smartphones is also a key driving factor of the AR and VR market. Smartphones are being considered the major hardware interface for VR and AR applications. Moreover, the number of smartphones is further predicted to reach 3.5 billion by 2020, which is a growth of 9.3% from 2019. Owing to this, AR and VR enterprises are focusing on these devices for expanded their footing in the industry.

In conclusion, the market is expanding due to the increasing adoption of AR and VR technologies in enterprises and rising penetration of smartphones.
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Alphabet Inc.
  • EON Reality Inc.
  • Himax Technologies Inc.
  • Magic Leap Inc.
  • PTC Inc.
  • Seiko Epson Corporation

Chapter 1. Research Background
1.1 Research Objectives
1.2 Market Definition
1.3 Research Scope
1.3.1 Market Segmentation by Type
1.3.2 Market Segmentation by Offering
1.3.3 Market Segmentation by Device Type
1.3.4 Market Segmentation by Application
1.3.5 Market Segmentation by Region
1.3.6 Analysis Period
1.3.7 Market Data Reporting Unit
1.3.7.1 Value
1.4 Key Stakeholders

Chapter 2. Research Methodology
2.1 Secondary Research
2.1.1 Paid
2.1.2 Unpaid
2.2 Primary Research
2.2.1 Breakdown of Primary Research Respondents
2.2.1.1 By Region
2.2.1.2 By Industry Participant
2.2.1.3 By Company Type
2.3 Market Size Estimation
2.4 Data Triangulation
2.5 Currency Conversion Rates
2.6 Assumptions for the Study

Chapter 3. Executive Summary
3.1 Voice of Industry Experts/KOLs

Chapter 4. Introduction
4.1 Definition of Market Segments
4.1.1 By Type
4.1.1.1 AR
4.1.1.1.1 Marker-based AR
4.1.1.1.1.1 Passive marker
4.1.1.1.1.2 Active marker
4.1.1.1.2 Marker-less AR
4.1.1.1.2.1 Model-based tracking
4.1.1.1.2.2 Image-based processing
4.1.1.2 VR
4.1.1.2.1 Non-immersive
4.1.1.2.2 Semi- and fully immersive
4.1.2 By Offering
4.1.2.1 Hardware
4.1.2.1.1 Sensors
4.1.2.1.2 Cameras
4.1.2.1.3 Position trackers
4.1.2.1.4 Displays and projectors
4.1.2.1.5 Semiconductor components
4.1.2.1.6 Others
4.1.2.2 Software
4.1.2.2.1 SDKs
4.1.2.2.2 Cloud-based services
4.1.2.2.3 AR software functions
4.1.2.2.4 VR content creation
4.1.3 By Device Type
4.1.3.1 AR devices
4.1.3.1.1 HMDs
4.1.3.1.2 HUDs
4.1.3.1.3 Handheld devices
4.1.3.2 VR Devices
4.1.3.2.1 HMDs
4.1.3.2.2 Gesture-tracking devices
4.1.3.2.3 Projector and display walls
4.1.4 By Application
4.1.4.1 Consumer
4.1.4.1.1 Gaming
4.1.4.1.2 Sports and entertainment
4.1.4.2 Commercial
4.1.4.2.1 Offline education and e-learning
4.1.4.2.2 In-store retail and e-commerce
4.1.4.2.3 Tourism
4.1.4.3 Enterprise
4.1.4.3.1 Healthcare
4.1.4.3.2 Automotive
4.1.4.3.3 Aerospace and defense
4.1.4.3.4 Others
4.2 Value Chain Analysis
4.2.1 Component Suppliers
4.2.2 Technology Suppliers
4.2.3 Device Suppliers
4.3 Market Dynamics
4.3.1 Trends
4.3.1.1 Growing focus of businesses on the aesthetics of AR and VR devices
4.3.1.2 Increasing investments by tech corporations and venture capitalists
4.3.1.3 Rising popularity of virtual playground applications
4.3.2 Drivers
4.3.2.1 Increasing penetration of smartphones and tablet computers
4.3.2.2 Soaring demand for AR and VR in offline retail and e-commerce
4.3.2.3 Rising technology adoption among enterprises
4.3.2.4 Growing focus of vendors on price reduction
4.3.2.5 Impact analysis of drivers on market forecast
4.3.3 Restraints
4.3.3.1 Potential health risks
4.3.3.2 Technical imperfections
4.3.3.3 Impact analysis of restraints on market forecast
4.3.4 Opportunities
4.3.4.1 Rising demand for gesture and haptic control
4.3.4.2 Advancements in technology
4.3.4.3 Integration of AR and VR to create MR
4.4 Impact of COVID-19 on AR and VR Market
4.4.1 COVID-19 Scenario
4.4.2 Future scenario
4.5 Porter’s Five Forces Analysis
4.5.1 Bargaining Power of Buyers
4.5.2 Bargaining Power of Suppliers
4.5.3 Intensity of Rivalry
4.5.4 Threat of New Entrants
4.5.5 Threat of Substitutes

Chapter 5. Global Market Size and Forecast
5.1 By Type
5.1.1 AR Market, by Technology
5.1.1.1 Marker-based AR market, by type
5.1.1.2 Marker-less AR market, by type
5.1.2 VR Market, by Technology
5.2 By Offering
5.2.1 Hardware Market, by Type
5.2.2 Software Market, by Type
5.3 By Device Type
5.3.1 AR Devices Market, by Type
5.3.2 VR Devices Market, by Type
5.4 By Application
5.4.1 Consumer Application Market, by Type
5.4.2 Commercial Application Market, by Type
5.4.3 Enterprise Application Market, by Type
5.5 By Region

Chapter 6. North America Market Size and Forecast
6.1 By Type
6.1.1 AR Market, by Technology
6.1.1.1 Marker-based AR market, by type
6.1.1.2 Marker-less AR market, by type
6.1.2 VR Market, by Technology
6.2 By Offering
6.2.1 Hardware Market, by Type
6.2.2 Software Market, by Type
6.3 By Device Type
6.3.1 AR Devices Market, by Type
6.3.2 VR Devices Market, by Type
6.4 By Application
6.4.1 Consumer Application Market, by Type
6.4.2 Commercial Application Market, by Type
6.4.3 Enterprise Application Market, by Type
6.5 By Country

Chapter 7. Europe Market Size and Forecast
7.1 By Type
7.1.1 AR Market, by Technology
7.1.1.1 Marker-based AR market, by type
7.1.1.2 Marker-less AR market, by type
7.1.2 VR Market, by Technology
7.2 By Offering
7.2.1 Hardware Market, by Type
7.2.2 Software Market, by Type
7.3 By Device Type
7.3.1 AR Devices Market, by Type
7.3.2 VR Devices Market, by Type
7.4 By Application
7.4.1 Consumer Application Market, by Type
7.4.2 Commercial Application Market, by Type
7.4.3 Enterprise Application Market, by Type
7.5 By Country

Chapter 8. APAC Market Size and Forecast
8.1 By Type
8.1.1 AR Market, by Technology
8.1.1.1 Marker-based AR market, by type
8.1.1.2 Marker-less AR market, by type
8.1.2 VR Market, by Technology
8.2 By Offering
8.2.1 Hardware Market, by Type
8.2.2 Software Market, by Type
8.3 By Device Type
8.3.1 AR Devices Market, by Type
8.3.2 VR Devices Market, by Type
8.4 By Application
8.4.1 Consumer Application Market, by Type
8.4.2 Commercial Application Market, by Type
8.4.3 Enterprise Application Market, by Type
8.5 By Country

Chapter 9. LATAM Market Size and Forecast
9.1 By Type
9.1.1 AR Market, By Technology
9.1.1.1 Marker-based AR market, by type
9.1.1.2 Marker-less AR market, by type
9.1.2 VR Market, by Technology
9.2 By Offering
9.2.1 Hardware Market, by Type
9.2.2 Software Market, by Type
9.3 By Device Type
9.3.1 AR Devices Market, by Type
9.3.2 VR Devices Market, by Type
9.4 By Application
9.4.1 Consumer Application Market, by Type
9.4.2 Commercial Application Market, by Type
9.4.3 Enterprise Application Market, by Type
9.5 By Country

Chapter 10. MEA Market Size and Forecast
10.1 By Type
10.1.1 AR Market, by Technology
10.1.1.1 Marker-based AR market, by type
10.1.1.2 Marker-less AR market, by type
10.1.2 VR Market, by Technology
10.2 By Offering
10.2.1 Hardware Market, by Type
10.2.2 Software Market, by Type
10.3 By Device Type
10.3.1 AR Devices Market, by Type
10.3.2 VR Devices Market, by Type
10.4 By Application
10.4.1 Consumer Application Market, by Type
10.4.2 Commercial Application Market, by Type
10.4.3 Enterprise Application Market, by Type
10.5 By Country

Chapter 11. Major Markets for AR and VR
11.1 U.S. AR and VR Market
11.1.1 By Device Type
11.1.1.1 AR devices market, by type
11.1.1.2 VR devices market, by type
11.1.2 By Application
11.2 U.K. AR and VR Market
11.2.1 By Device Type
11.2.1.1 AR devices market, by type
11.2.1.2 VR devices market, by type
11.2.2 By Application
11.3 Germany AR and VR Market
11.3.1 By Device Type
11.3.1.1 AR devices market, by type
11.3.1.2 VR devices market, by device type
11.3.2 By Application
11.4 China AR and VR Market
11.4.1 By Device Type
11.4.1.1 AR devices market, by type
11.4.1.2 VR devices market, by type
11.4.2 By Application
11.5 Japan AR and VR Market
11.5.1 By Device Type
11.5.1.1 AR devices market, by type
11.5.1.2 VR devices market, by type
11.5.2 By Application
11.6 India AR and VR Market
11.6.1 By Device Type
11.6.1.1 AR devices market, by type
11.6.1.2 VR devices market, by type
11.6.2 By Application

Chapter 12. Competitive Landscape
12.1 List of Players and Their Offerings
12.2 Market Share Analysis of Key Players
12.2.1 Global Market Share Analysis
12.3 Product Benchmarking of Key Players
12.4 Competitive Benchmarking of Key Players
12.5 Strategic Developments in the Market
12.5.1 Mergers and Acquisitions
12.5.2 Product Launches
12.5.3 Partnerships
12.5.4 Geographic Expansions
12.5.5 Client Wins
12.5.6 Other Developments

Chapter 13. Company Profiles
13.1 Alphabet Inc.
13.1.1 Business Overview
13.1.2 Product and Service Offerings
13.1.3 Key Financial Summary
13.2 EON Reality Inc.
13.2.1 Business Overview
13.2.2 Product and Service Offerings
13.3 Magic Leap Inc.
13.3.1 Business Overview
13.3.2 Product and Service Offerings
13.4 PTC Inc.
13.4.1 Business Overview
13.4.2 Product and Service Offerings
13.4.3 Key Financial Summary
13.5 Wikitude GmbH
13.5.1 Business Overview
13.5.2 Product and Service Offerings
13.6 Qualcomm Incorporated
13.6.1 Business Overview
13.6.2 Product and Service Offerings
13.6.3 Key Financial Summary
13.7 HTC Corporation
13.7.1 Business Overview
13.7.2 Product and Service Offerings
13.7.3 Key Financial Summary
13.8 DAQRI LLC
13.8.1 Business Overview
13.8.2 Product and Service Offerings
13.9 Seiko Epson Corporation
13.9.1 Business Overview
13.9.2 Product and Service Offerings
13.9.3 Key Financial Summary
13.10 Vuzix Corporation
13.10.1 Business Overview
13.10.2 Product and Service Offerings
13.10.3 Key Financial Summary
13.11 Facebook Technologies LLC
13.11.1 Business Overview
13.11.2 Product and Service Offerings
13.12 Himax Technologies Inc.
13.12.1 Business Overview
13.12.2 Product and Service Offerings
13.12.3 Key Financial Summary
13.13 Samsung Electronics Co. Ltd.
13.13.1 Business Overview
13.13.2 Product and Service Offerings
13.13.3 Key Financial Summary
13.14 Microsoft Corporation
13.14.1 Business Overview
13.14.2 Product and Service Offerings
13.14.3 Key Financial Summary
13.15 Sony Corporation
13.15.1 Business Overview
13.15.2 Product and Service Offerings
13.15.3 Key Financial Summary

Chapter 14. Appendix
14.1 Abbreviations
14.2 Sources and References
14.3 Related Reports

LIST OF TABLES
TABLE 1 ANALYSIS PERIOD OF THE STUDY
TABLE 2 DRIVERS FOR THE MARKET: IMPACT ANALYSIS
TABLE 3 RESTRAINTS FOR THE MARKET: IMPACT ANALYSIS
TABLE 4 COVID-19 IMPACT ANALYSIS ON DIFFERENT SECTORS
TABLE 5 GLOBAL AR AND VR MARKET, BY TYPE, $M (2014–2019)
TABLE 6 GLOBAL AR AND VR MARKET, BY TYPE, $M (2020–2030)
TABLE 7 GLOBAL AR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 8 GLOBAL AR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 9 GLOBAL MARKER-BASED AR MARKET, BY TYPE, $M (2014–2019)
TABLE 10 GLOBAL MARKER-BASED AR MARKET, BY TYPE, $M (2020–2030)
TABLE 11 GLOBAL MARKER-LESS AR MARKET, BY TYPE, $M (2014–2019)
TABLE 12 GLOBAL MARKER-LESS AR MARKET, BY TYPE, $M (2020–2030)
TABLE 13 GLOBAL VR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 14 GLOBAL VR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 15 GLOBAL AR AND VR MARKET, BY OFFERING, $M (2014–2019)
TABLE 16 GLOBAL AR AND VR MARKET, BY OFFERING, $M (2020–2030)
TABLE 17 GLOBAL HARDWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 18 GLOBAL HARDWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 19 GLOBAL SOFTWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 20 GLOBAL SOFTWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 21 GLOBAL AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 22 GLOBAL AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 23 GLOBAL VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 24 GLOBAL VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 25 GLOBAL AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 26 GLOBAL AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 27 GLOBAL CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 28 GLOBAL CONSUMER APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 29 GLOBAL COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 30 GLOBAL COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 31 GLOBAL ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 32 GLOBAL ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 33 GLOBAL AR AND VR MARKET, BY REGION, $M (2014–2019)
TABLE 34 GLOBAL AR AND VR MARKET, BY REGION, $M (2020–2030)
TABLE 35 NORTH AMERICA AR AND VR MARKET, BY TYPE, $M (2014–2019)
TABLE 36 NORTH AMERICA AR AND VR MARKET, BY TYPE, $M (2020–2030)
TABLE 37 NORTH AMERICA AR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 38 NORTH AMERICA AR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 39 NORTH AMERICA MARKER-BASED AR MARKET, BY TYPE, $M (2014–2019)
TABLE 40 NORTH AMERICA MARKER-BASED AR MARKET, BY TYPE, $M (2020–2030)
TABLE 41 NORTH AMERICA MARKER-LESS AR MARKET, BY TYPE, $M (2014–2019)
TABLE 42 NORTH AMERICA MARKER-LESS AR MARKET, BY TYPE, $M (2020–2030)
TABLE 43 NORTH AMERICA VR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 44 NORTH AMERICA VR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 45 NORTH AMERICA AR AND VR MARKET, BY OFFERING, $M (2014–2019)
TABLE 46 NORTH AMERICA AR AND VR MARKET, BY OFFERING, $M (2020–2030)
TABLE 47 NORTH AMERICA HARDWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 48 NORTH AMERICA HARDWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 49 NORTH AMERICA SOFTWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 50 NORTH AMERICA SOFTWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 51 NORTH AMERICA AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 52 NORTH AMERICA AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 53 NORTH AMERICA VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 54 NORTH AMERICA VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 55 NORTH AMERICA AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 56 NORTH AMERICA AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 57 NORTH AMERICA CONSUMER APPICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 58 NORTH AMERICA CONSUMER APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 59 NORTH AMERICA COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 60 NORTH AMERICA COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 61 NORTH AMERICA ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 62 NORTH AMERICA ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 63 NORTH AMERICA AR AND VR MARKET, BY COUNTRY, $M (2014–2019)
TABLE 64 NORTH AMERICA AR AND VR MARKET, BY COUNTRY, $M (2020–2030)
TABLE 65 EUROPE AR AND VR MARKET, BY TYPE, $M (2014–2019)
TABLE 66 EUROPE AR AND VR MARKET, BY TYPE, $M (2020–2030)
TABLE 67 EUROPE AR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 68 EUROPE AR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 69 EUROPE MARKER-BASED AR MARKET, BY TYPE, $M (2014–2019)
TABLE 70 EUROPE MARKER-BASED AR MARKET, BY TYPE, $M (2020–2030)
TABLE 71 EUROPE MARKER-LESS AR MARKET, BY TYPE, $M (2014–2019)
TABLE 72 EUROPE MARKER-LESS AR MARKET, BY TYPE, $M (2020–2030)
TABLE 73 EUROPE VR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 74 EUROPE VR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 75 EUROPE AR AND VR MARKET, BY OFFERING, $M (2014–2019)
TABLE 76 EUROPE AR AND VR MARKET, BY OFFERING, $M (2020–2030)
TABLE 77 EUROPE HARDWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 78 EUROPE HARDWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 79 EUROPE SOFTWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 80 EUROPE SOFTWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 81 EUROPE AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 82 EUROPE AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 83 EUROPE VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 84 EUROPE VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 85 EUROPE AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 86 EUROPE AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 87 EUROPE CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 88 EUROPE CONSUMER APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 89 EUROPE COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 90 EUROPE COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 91 EUROPE ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 92 EUROPE ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 93 EUROPE AR AND VR MARKET, BY COUNTRY, $M (2014–2019)
TABLE 94 EUROPE AR AND VR MARKET, BY COUNTRY, $M (2020–2030)
TABLE 95 APAC AR AND VR MARKET, BY TYPE, $M (2014–2019)
TABLE 96 APAC AR AND VR MARKET, BY TYPE, $M (2020–2030)
TABLE 97 APAC AR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 98 APAC AR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 99 APAC MARKER-BASED AR MARKET, BY TYPE, $M (2014–2019)
TABLE 100 APAC MARKER-BASED AR MARKET, BY TYPE, $M (2020–2030)
TABLE 101 APAC MARKER-LESS AR MARKET, BY TYPE, $M (2014–2019)
TABLE 102 APAC MARKER-LESS AR MARKET, BY TYPE, $M (2020–2030)
TABLE 103 APAC VR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 104 APAC VR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 105 APAC AR AND VR MARKET, BY OFFERING, $M (2014–2019)
TABLE 106 APAC AR AND VR MARKET, BY OFFERING, $M (2020–2030)
TABLE 107 APAC HARDWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 108 APAC HARDWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 109 APAC SOFTWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 110 APAC SOFTWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 111 APAC AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 112 APAC AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 113 APAC VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 114 APAC VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 115 APAC AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 116 APAC AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 117 APAC CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 118 APAC CONSUMER APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 119 APAC COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 120 APAC COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 121 APAC ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 122 APAC ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 123 APAC AR AND VR MARKET, BY COUNTRY, $M (2014–2019)
TABLE 124 APAC AR AND VR MARKET, BY COUNTRY, $M (2020–2030)
TABLE 125 LATAM AR AND VR MARKET, BY TYPE, $M (2014–2019)
TABLE 126 LATAM AR AND VR MARKET, BY TYPE, $M (2020–2030)
TABLE 127 LATAM AR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 128 LATAM AR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 129 LATAM MARKER-BASED AR MARKET, BY TYPE, $M (2014–2019)
TABLE 130 LATAM MARKER-BASED AR MARKET, BY TYPE, $M (2020–2030)
TABLE 131 LATAM MARKER-LESS AR MARKET, BY TYPE, $M (2014–2019)
TABLE 132 LATAM MARKER-LESS AR MARKET, BY TYPE, $M (2020–2030)
TABLE 133 LATAM VR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 134 LATAM VR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 135 LATAM AR AND VR MARKET, BY OFFERING, $M (2014–2019)
TABLE 136 LATAM AR AND VR MARKET, BY OFFERING, $M (2020–2030)
TABLE 137 LATAM HARDWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 138 LATAM HARDWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 139 LATAM SOFTWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 140 LATAM SOFTWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 141 LATAM AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 142 LATAM AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 143 LATAM VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 144 LATAM VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 145 LATAM AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 146 LATAM AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 147 LATAM CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 148 LATAM CONSUMER APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 149 LATAM COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 150 LATAM COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 151 LATAM ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 152 LATAM ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 153 LATIN AMERICA AR AND VR MARKET, BY COUNTRY, $M (2014–2019)
TABLE 154 LATIN AMERICA AR AND VR MARKET, BY COUNTRY, $M (2020–2030)
TABLE 155 MEA AR AND VR MARKET, BY TYPE, $M (2014–2019)
TABLE 156 MEA AR AND VR MARKET, BY TYPE, $M (2020–2030)
TABLE 157 MEA AR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 158 MEA AR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 159 MEA MARKER-BASED AR MARKET, BY TYPE, $M (2014–2019)
TABLE 160 MEA MARKER-BASED AR MARKET, BY TYPE, $M (2020–2030)
TABLE 161 MEA MARKER-LESS AR MARKET, BY TYPE, $M (2014–2019)
TABLE 162 MEA MARKER-LESS AR MARKET, BY TYPE, $M (2020–2030)
TABLE 163 MEA VR MARKET, BY TECHNOLOGY, $M (2014–2019)
TABLE 164 MEA VR MARKET, BY TECHNOLOGY, $M (2020–2030)
TABLE 165 MEA AR AND VR MARKET, BY OFFERING, $M (2014–2019)
TABLE 166 MEA AR AND VR MARKET, BY OFFERING, $M (2020–2030)
TABLE 167 MEA HARDWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 168 MEA HARDWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 169 MEA SOFTWARE MARKET, BY TYPE, $M (2014–2019)
TABLE 170 MEA SOFTWARE MARKET, BY TYPE, $M (2020–2030)
TABLE 171 MEA AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 172 MEA AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 173 MEA VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 174 MEA VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 175 MEA AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 176 MEA AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 177 MEA CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 178 MEA CONSUMER APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 179 MEA COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 180 MEA COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 181 MEA ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2019)
TABLE 182 MEA ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2020–2030)
TABLE 183 MEA AR AND VR MARKET, BY COUNTRY, $M (2014–2019)
TABLE 184 MEA AR AND VR MARKET, BY COUNTRY, $M (2020–2030)
TABLE 185 U.S. AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 186 U.S. AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 187 U.S. VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 188 U.S. VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 189 U.S. AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 190 U.S. AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 191 U.K. AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 192 U.K. AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 193 U.K. VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 194 U.K. VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 195 U.K. AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 196 U.K. AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 197 GERMANY AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 198 GERMANY AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 199 GERMANY VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 200 GERMANY VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 201 GERMANY AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 202 GERMANY AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 203 CHINA AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 204 CHINA AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 205 CHINA VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 206 CHINA VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 207 CHINA AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 208 CHINA AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 209 JAPAN AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 210 JAPAN AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 211 JAPAN VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 212 JAPAN VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 213 JAPAN AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 214 JAPAN AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 215 INDIA AR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 216 INDIA AR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 217 INDIA VR DEVICES MARKET, BY TYPE, $M (2014–2019)
TABLE 218 INDIA VR DEVICES MARKET, BY TYPE, $M (2020–2030)
TABLE 219 INDIA AR AND VR MARKET, BY APPLICATION, $M (2014–2019)
TABLE 220 INDIA AR AND VR MARKET, BY APPLICATION, $M (2020–2030)
TABLE 221 LIST OF PLAYERS AND THEIR OFFERINGS
TABLE 222 PRODUCT BENCHMARKING OF KEY PLAYERS
TABLE 223 COMPETITIVE BENCHMARKING OF KEY PLAYERS
TABLE 224 ALPHABET INC. – AT A GLANCE
TABLE 225 ALPHABET INC. – KEY FINANCIAL SUMMARY
TABLE 226 EON REALITY INC. – AT A GLANCE
TABLE 227 MAGIC LEAP INC. – AT A GLANCE
TABLE 228 PTC INC. – AT A GLANCE
TABLE 229 PTC INC. – KEY FINANCIAL SUMMARY
TABLE 230 WIKITUDE GMBH – AT A GLANCE
TABLE 231 QUALCOMM INCORPORATED – AT A GLANCE
TABLE 232 QUALCOMM INCORPORATED – KEY FINANCIAL SUMMARY
TABLE 233 HTC CORPORATION – AT A GLANCE
TABLE 234 HTC CORPORATION – KEY FINANCIAL SUMMARY
TABLE 235 DAQRI LLC – AT A GLANCE
TABLE 236 SEIKO EPSON CORPORATION – AT A GLANCE
TABLE 237 SEIKO EPSON CORPORATION – KEY FINANCIAL SUMMARY
TABLE 238 VUZIX CORPORATION – AT A GLANCE
TABLE 239 VUZIX CORPORATION – KEY FINANCIAL SUMMARY
TABLE 240 FACEBOOK TECHNOLOGIES LLC – AT A GLANCE
TABLE 241 HIMAX TECHNOLOGIES INC. – AT A GLANCE
TABLE 242 HIMAX TECHNOLOGIES INC. – KEY FINANCIAL SUMMARY
TABLE 243 SAMSUNG ELECTRONICS CO. LTD. – AT A GLANCE
TABLE 244 SAMSUNG ELECTRONICS CO. LTD. – KEY FINANCIAL SUMMARY
TABLE 245 MICROSOFT CORPORATION –AT A GLANCE
TABLE 246 MICROSOFT CORPORATION – KEY FINANCIAL SUMMARY
TABLE 247 SONY CORPORATION – AT A GLANCE
TABLE 248 SONY CORPORATION – KEY FINANCIAL SUMMARY

LIST OF FIGURES
FIG 1 RESEARCH SCOPE
FIG 2 RESEARCH METHODOLOGY
FIG 3 BREAKDOWN OF PRIMARY RESEARCH BY REGION
FIG 4 BREAKDOWN OF PRIMARY RESEARCH BY INDUSTRY PARTICIPANT
FIG 5 BREAKDOWN OF PRIMARY RESEARCH BY COMPANY TYPE
FIG 6 DATA TRIANGULATION APPROACH
FIG 7 CURRENCY CONVERSION RATES FOR USD (2019)
FIG 8 GLOBAL AR AND VR MARKET SUMMARY
FIG 9 VALUE CHAIN ANALYSIS OF AR AND VR MARKET
FIG 10 LIST OF COMPONENT SUPPLIERS
FIG 11 LIST OF TECHNOLOGY SUPPLIERS
FIG 12 LIST OF DEVICE SUPPLIERS
FIG 13 BARGAINING POWER OF BUYERS
FIG 14 BARGAINING POWER OF SUPPLIERS
FIG 15 INTENSITY OF RIVALRY
FIG 16 THREAT OF NEW ENTRANTS
FIG 17 THREAT OF SUBSTITUTES
FIG 18 GLOBAL AR AND VR MARKET, BY TYPE, $M (2014–2030)
FIG 19 GLOBAL AR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 20 GLOBAL MARKER-BASED AR MARKET, BY TYPE, $M (2014–2030)
FIG 21 GLOBAL MARKER-LESS AR MARKET, BY TYPE, $M (2014–2030)
FIG 22 GLOBAL VR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 23 GLOBAL AR AND VR MARKET, BY OFFERING, $M (2014–2030)
FIG 24 GLOBAL HARDWARE MARKET, BY TYPE, $M (2014–2030)
FIG 25 GLOBAL SOFTWARE MARKET, BY TYPE, $M (2014–2030)
FIG 26 GLOBAL AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 27 GLOBAL VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 28 GLOBAL AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 29 GLOBAL CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 30 GLOBAL COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 31 GLOBAL ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 32 WORLDWIDE MAJOR MARKETS FOR AR AND VR
FIG 33 GLOBAL AR AND VR MARKET, BY REGION, $M (2014–2030)
FIG 34 NORTH AMERICA AR AND VR MARKET SNAPSHOT
FIG 35 NORTH AMERICA AR AND VR MARKET, BY TYPE, $M (2014–2030)
FIG 36 NORTH AMERICA AR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 37 NORTH AMERICA MARKER-BASED AR MARKET, BY TYPE, $M (2014–2030)
FIG 38 NORTH AMERICA MARKER-LESS AR MARKET, BY TYPE, $M (2014–2030)
FIG 39 NORTH AMERICA VR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 40 NORTH AMERICA AR AND VR MARKET, BY OFFERING, $M (2014–2030)
FIG 41 NORTH AMERICA HARDWARE MARKET, BY TYPE, $M (2014–2030)
FIG 42 NORTH AMERICA SOFTWARE MARKET, BY TYPE, $M (2014–2030)
FIG 43 NORTH AMERICA AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 44 NORTH AMERICA VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 45 NORTH AMERICA AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 46 NORTH AMERICA CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 47 NORTH AMERICA COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 48 NORTH AMERICA ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 49 NORTH AMERICA AR AND VR MARKET, BY COUNTRY, $M (2014–2030)
FIG 50 EUROPE AR AND VR MARKET SNAPSHOT
FIG 51 EUROPE AR AND VR MARKET, BY TYPE, $M (2014–2030)
FIG 52 EUROPE AR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 53 EUROPE MARKER-BASED AR MARKET, BY TYPE, $M (2014–2030)
FIG 54 EUROPE MARKER-LESS AR MARKET, BY TYPE, $M (2014–2030)
FIG 55 EUROPE VR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 56 EUROPE AR AND VR MARKET, BY OFFERING, $M (2014–2030)
FIG 57 EUROPE HARDWARE MARKET, BY TYPE, $M (2014–2030)
FIG 58 EUROPE SOFTWARE MARKET, BY TYPE, $M (2014–2030)
FIG 59 EUROPE AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 60 EUROPE VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 61 EUROPE AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 62 EUROPE CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 63 EUROPE COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 64 EUROPE ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 65 EUROPE AR AND VR MARKET, BY COUNTRY, $M (2014–2030)
FIG 66 APAC AR AND VR MARKET SNAPSHOT
FIG 67 APAC AR AND VR MARKET, BY TYPE, $M (2014–2030)
FIG 68 APAC AR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 69 APAC MARKER-BASED AR MARKET, BY TYPE, $M (2014–2030)
FIG 70 APAC MARKER-LESS AR MARKET, BY TYPE, $M (2014–2030)
FIG 71 APAC VR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 72 APAC AR AND VR MARKET, BY OFFERING, $M (2014–2030)
FIG 73 APAC HARDWARE MARKET, BY TYPE, $M (2014–2030)
FIG 74 APAC SOFTWARE MARKET, BY TYPE, $M (2014–2030)
FIG 75 APAC AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 76 APAC VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 77 APAC AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 78 APAC CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 79 APAC COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 80 APAC ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 81 APAC AR AND VR MARKET, BY COUNTRY, $M (2014–2030)
FIG 82 LATIN AMERICA AR AND VR MARKET SNAPSHOT
FIG 83 LATAM AR AND VR MARKET, BY TYPE, $M (2014–2030)
FIG 84 LATAM AR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 85 LATAM MARKER-BASED AR MARKET, BY TYPE, $M (2014–2030)
FIG 86 LATAM MARKER-LESS AR MARKET, BY TYPE, $M (2014–2030)
FIG 87 LATAM VR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 88 LATAM AR AND VR MARKET, BY OFFERING, $M (2014–2030)
FIG 89 LATAM HARDWARE MARKET, BY TYPE, $M (2014–2030)
FIG 90 LATAM SOFTWARE MARKET, BY TYPE, $M (2014–2030)
FIG 91 LATAM AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 92 LATAM VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 93 LATAM AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 94 LATAM CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 95 LATAM COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 96 LATAM ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 97 LATIN AMERICA AR AND VR MARKET, BY COUNTRY, $M (2014–2030)
FIG 98 MEA AR AND VR MARKET SNAPSHOT
FIG 99 MEA AR AND VR MARKET, BY TYPE, $M (2014–2030)
FIG 100 MEA AR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 101 MEA MARKER-BASED AR MARKET, BY TYPE, $M (2014–2030)
FIG 102 MEA MARKER-LESS AR MARKET, BY TYPE, $M (2014–2030)
FIG 103 MEA VR MARKET, BY TECHNOLOGY, $M (2014–2030)
FIG 104 MEA AR AND VR MARKET, BY OFFERING, $M (2014–2030)
FIG 105 MEA HARDWARE MARKET, BY TYPE, $M (2014–2030)
FIG 106 MEA SOFTWARE MARKET, BY TYPE, $M (2014–2030)
FIG 107 MEA AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 108 MEA VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 109 MEA AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 110 MEA CONSUMER APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 111 MEA COMMERCIAL APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 112 MEA ENTERPRISE APPLICATION MARKET, BY TYPE, $M (2014–2030)
FIG 113 MEA AR AND VR MARKET, BY COUNTRY, $M (2014–2030)
FIG 114 U.S. AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 115 U.S. VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 116 U.S. AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 117 U.K. AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 118 U.K. VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 119 U.K. AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 120 GERMANY AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 121 GERMANY VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 122 GERMANY AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 123 CHINA AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 124 CHINA VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 125 CHINA AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 126 JAPAN AR DEVICES MARKET, BY TYPE, $M (2014–2030
FIG 127 JAPAN VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 128 JAPAN AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 129 INDIA AR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 130 INDIA VR DEVICES MARKET, BY TYPE, $M (2014–2030)
FIG 131 INDIA AR AND VR MARKET, BY APPLICATION, $M (2014–2030)
FIG 132 GLOBAL AR AND VR MARKET SHARE OF KEY PLAYERS (2019)
FIG 133 ALPHABET INC.– REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 134 PTC INC.– REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 135 QUALCOMM INCORPORATED– REVENUE SPLIT BY SEGMENT (2019)
FIG 136 SEIKO EPSON CORPORATION – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 137 VUZIX CORPORATION – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 138 SAMSUNG ELECTRONICS CO. LTD. – REVENUE SPLIT BY BUSINESS DIVISION AND GEOGRAPHY (2019)
FIG 139 MICROSOFT CORPORATION – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 140 SONY CORPORATION – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)

Note: Product cover images may vary from those shown
  • Alphabet Inc.
  • EON Reality Inc.
  • Magic Leap Inc.
  • PTC Inc.
  • Wikitude GmbH
  • Qualcomm Incorporated
  • HTC Corporation
  • DAQRI LLC
  • Seiko Epson Corporation
  • Vuzix Corporation
  • Facebook Technologies LLC
  • Himax Technologies Inc.
  • Samsung Electronics Co. Ltd.
  • Microsoft Corporation
  • Sony Corporation
Note: Product cover images may vary from those shown

Loading
LOADING...

Adroll
adroll