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Global AR and VR Display Market (2023-2028) by Type, Display Technologies, Application, Geography, Competitive Analysis, and Impact of Covid-19 with Ansoff Analysis

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    Report

  • 180 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5601780
The Global AR and VR Display Market is estimated to be USD 3.95 Bn in 2023 and is expected to reach USD 9.07 Bn by 2028 growing at a CAGR of 18.06%.

Market Dynamics

Market dynamics are forces that impact the prices and behaviors of the Global AR and VR Display Market stakeholders. These forces create pricing signals which result from the changes in the supply and demand curves for a given product or service. Forces of Market Dynamics may be related to macro-economic and micro-economic factors. There are dynamic market forces other than price, demand, and supply. Human emotions can also drive decisions, influence the market, and create price signals.

As the market dynamics impact the supply and demand curves, decision-makers aim to determine the best way to use various financial tools to stem various strategies for speeding the growth and reducing the risks.

Market Segmentations

  • The Global AR and VR Display Market is segmented based on Type, Display Technologies, Application, and Geography.
  • By Type, the market is classified into Head Mounted Display, AR Head-UP Displays, and VR Projectors.
  • By Display Technologies, the market is classified into OLED, LCD, and Others.
  • By Application, the market is classified into Commercial, Consumer, Automotive, Healthcare, Energy, Aerospace & Defense, and Others.
  • By Geography, the market is classified into Americas, Europe, Middle-East & Africa and Asia-Pacific.

Company Profiles

The report provides a detailed analysis of the competitors in the market. It covers the financial performance analysis for the publicly listed companies in the market. The report also offers detailed information on the companies' recent development and competitive scenario. Some of the companies covered in this report are AU Optronics, Alphabet, Barco, BEO Technology, DAQRI, eMagin, HOLOEYE Photonics, Japan Display, etc.

Countries Studied

  • America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
  • Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
  • Middle-East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
  • Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)

Competitive Quadrant

The report includes Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Ansoff Analysis

  • The report presents a detailed Ansoff matrix analysis for the Global AR and VR Display Market. Ansoff Matrix, also known as Product/Market Expansion Grid, is a strategic tool used to design strategies for the growth of the company. The matrix can be used to evaluate approaches in four strategies viz. Market Development, Market Penetration, Product Development and Diversification. The matrix is also used for risk analysis to understand the risk involved with each approach.
  • The publisher analyses the Global AR and VR Display Market using the Ansoff Matrix to provide the best approaches a company can take to improve its market position.
  • Based on the SWOT analysis conducted on the industry and industry players, the publisher has devised suitable strategies for market growth.

Why buy this report?

  • The report offers a comprehensive evaluation of the Global AR and VR Display Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel in the industry.
  • The report includes an in-depth market analysis using Porter's 5 forces model and the Ansoff Matrix. In addition, the impact of Covid-19 on the market is also featured in the report.
  • The report also includes the regulatory scenario in the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules and regulations imposed on this sector across various geographies.
  • The report also contains the competitive analysis using Positioning Quadrants, the Proprietary competitive positioning tool.

Report Highlights:

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Stakeholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size, Segmentations and Outlook
4 Market Dynamics
4.1 Drivers
4.1.1 Increasing Demand for OLED Displays in AR and VR Devices
4.1.2 Growing Adoption of AR and VR in Various Application
4.1.3 Adoption of AR and VR Devices in Gaming Industry
4.2 Restraints
4.2.1 Development of Widescreen Alternatives
4.2.2 Limited Availability of Relevant Content
4.3 Opportunities
4.3.1 Rising Investments in AR and VR Ecosystem
4.3.2 Rising Technological Advancements and Growing Use of Microdisplays in AR and VR Devices in Enterprise Applications
4.4 Challenges
4.4.1 Display Latency and Limited Field of View
4.4.2 Complex Processes Involved in Manufacturing AR and Displays
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 Impact of COVID-19
5.4 Ansoff Matrix Analysis
6 Global AR and VR Display Market, By Type
6.1 Introduction
6.2 Head Mounted Display
6.2.1 Augmented Reality Head Mounted Display
6.2.2 Virtual Reality Head Mounted Display
6.3 AR Head-UP Displays
6.4 VR Projectors
7 Global AR and VR Display Market, By Display Technologies
7.1 Introduction
7.2 OLED
7.3 LCD
7.4 Others
8 Global AR and VR Display Market, By Application
8.1 Introduction
8.2 Commercial
8.3 Consumer
8.4 Automotive
8.5 Healthcare
8.6 Energy
8.7 Aerospace & Defense
8.8 Others
9 Americas' AR and VR Display Market
9.1 Introduction
9.2 Argentina
9.3 Brazil
9.4 Canada
9.5 Chile
9.6 Colombia
9.7 Mexico
9.8 Peru
9.9 United States
9.10 Rest of Americas
10 Europe's AR and VR Display Market
10.1 Introduction
10.2 Austria
10.3 Belgium
10.4 Denmark
10.5 Finland
10.6 France
10.7 Germany
10.8 Italy
10.9 Netherlands
10.10 Norway
10.11 Poland
10.12 Russia
10.13 Spain
10.14 Sweden
10.15 Switzerland
10.16 United Kingdom
10.17 Rest of Europe
11 Middle East and Africa's AR and VR Display Market
11.1 Introduction
11.2 Egypt
11.3 Israel
11.4 Qatar
11.5 Saudi Arabia
11.6 South Africa
11.7 United Arab Emirates
11.8 Rest of MEA
12 APAC's AR and VR Display Market
12.1 Introduction
12.2 Australia
12.3 Bangladesh
12.4 China
12.5 India
12.6 Indonesia
12.7 Japan
12.8 Malaysia
12.9 Philippines
12.10 Singapore
12.11 South Korea
12.12 Sri Lanka
12.13 Thailand
12.14 Taiwan
12.15 Rest of Asia-Pacific
13 Competitive Landscape
13.1 Competitive Quadrant
13.2 Market Share Analysis
13.3 Strategic Initiatives
13.3.1 M&A and Investments
13.3.2 Partnerships and Collaborations
13.3.3 Product Developments and Improvements
14 Company Profiles
14.1 AU Optronics
14.2 Alphabet
14.3 Barco
14.4 BEO Technology
14.5 DAQRI
14.6 eMagin
14.7 HOLOEYE Photonics
14.8 Japan Display
14.9 Kopin
14.10 LG Display
14.11 Seiko Epson
14.12 Syndiant
14.13 EON Reality
14.14 Facebook Technologies
14.15 Himax Technologies
14.16 HTC
14.17 Magic Leap
14.18 Microsoft
14.19 PTC
14.20 Qualcomm
14.21 Samsung Electronics
14.22 Sony
14.23 Vuzix
14.24 Wikitude
15 Appendix
15.1 Questionnaire

Companies Mentioned

  • AU Optronics
  • Alphabet
  • Barco
  • BEO Technology
  • DAQRI
  • eMagin
  • HOLOEYE Photonics
  • Japan Display
  • Kopin
  • LG Display
  • Seiko Epson
  • Syndiant
  • EON Reality
  • Facebook Technologies
  • Himax Technologies
  • HTC
  • Magic Leap
  • Microsoft
  • PTC
  • Qualcomm
  • Samsung Electronics
  • Sony
  • Vuzix
  • Wikitude

Table Information