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Global AR/VR Display Market (2023-2028) Competitive Analysis, Impact of Economic Slowdown & Impending Recession, Ansoff Analysis

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  • 211 Pages
  • February 2024
  • Infogence Global Research
  • ID: 5753826
The Global AR/VR Display Market is estimated to be USD 1.11 Bn in 2023 and is expected to reach USD 4.47 Bn by 2028 growing at a CAGR of 32.14%.

Market Dynamics

Market dynamics are forces that impact the prices and behaviors of the 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/VR Display Market is segmented based on Technology, Device, Display Technology, and Geography.
  • By Technology, the market is classified into AR and VR.
  • By Device, the market is classified into HMD, Hologram, HUD, and Projectors.
  • By Display Technology, the market is classified into DLP, LCD, LCOS, Micro-LED, and OLED.
  • By Application, the market is classified into Advertising & Marketing, Gaming, Maintenance, Manufacturing, Simulation & Training, and Sports & Entertainment.
  • By End-User, the market is classified into Aerospace & Defense, Automotive, Commercial, Consumer, Education, Energy, Enterprise, and Healthcare.
  • 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 Apple Inc., BOE Technology Group Co. Ltd., Holoeye Photonics Ag, Kura Technologies, Meta Platforms, Inc., Seiko Epson Corp., 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/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/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
  • Impact of COVID-19 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/VR Display Market 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, PESTLE Analysis, and the Ansoff Matrix. In addition, the impact of COVID-19 and the impact of economic slowdown & impending recession on the Market are 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 Adoption of AR/VR Devices
4.1.2 Growing Demand for Head-mounted Displays (HMDs) and Head-up Displays (HUDs)
4.1.3 Integration of Organic Light-emitting Diode Microdisplays for Augmented Reality/Virtual Reality Applications
4.2 Restraints
4.2.1 Complex Manufacturing Process and High Cost Associated With the Device
4.3 Opportunities
4.3.1 Advancements and Transformation of the Gaming Industry
4.3.2 Rising Investments in AR and VR Ecosystem
4.4 Challenges
4.4.1 Health Risks Associated With the Use of AR/VR Devices
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 PESTLE Analysis
5.4 SWOT Analysis
5.5 Impact of COVID-19
5.6 Impact of Economic Slowdown & Impending Recession
5.7 Ansoff Matrix Analysis
6 Global AR/VR Display Market, By Technology
6.1 Introduction
6.2 AR
6.3 VR
7 Global AR/VR Display Market, By Device
7.1 Introduction
7.2 Head Mounting Display
7.3 Hologram
7.4 Head up Displays
7.5 Projectors
8 Global AR/VR Display Market, By Display Technology
8.1 Introduction
8.2 Data Loss Prevention
8.3 Liquid-crystal display
8.4 Micro-LED
8.5 OLED
9 Global AR/VR Display Market, By Application
9.1 Introduction
9.2 Advertising & Marketing
9.3 Gaming
9.4 Maintenance
9.5 Manufacturing
9.6 Simulation & Training
9.7 Sports & Entertainment
10 Americas' AR/VR Display Market
10.1 Introduction
10.2 Argentina
10.3 Brazil
10.4 Canada
10.5 Chile
10.6 Colombia
10.7 Mexico
10.8 Peru
10.9 United States
10.10 Rest of Americas
11 Europe's AR/VR Display Market
11.1 Introduction
11.2 Austria
11.3 Belgium
11.4 Denmark
11.5 Finland
11.6 France
11.7 Germany
11.8 Italy
11.9 Netherlands
11.10 Norway
11.11 Poland
11.12 Russia
11.13 Spain
11.14 Sweden
11.15 Switzerland
11.16 United Kingdom
11.17 Rest of Europe
12 Middle East and Africa's AR/VR Display Market
12.1 Introduction
12.2 Egypt
12.3 Israel
12.4 Qatar
12.5 Saudi Arabia
12.6 South Africa
12.7 United Arab Emirates
12.8 Rest of MEA
13 APAC's AR/VR Display Market
13.1 Introduction
13.2 Australia
13.3 Bangladesh
13.4 China
13.5 India
13.6 Indonesia
13.7 Japan
13.8 Malaysia
13.9 Philippines
13.10 Singapore
13.11 South Korea
13.12 Sri Lanka
13.13 Thailand
13.14 Taiwan
13.15 Rest of Asia-Pacific
14 Competitive Landscape
14.1 Competitive Quadrant
14.2 Market Share Analysis
14.3 Strategic Initiatives
14.3.1 M&A and Investments
14.3.2 Partnerships and Collaborations
14.3.3 Product Developments and Improvements
15 Company Profiles
15.1 Alphabet Inc.
15.2 Apple Inc.
15.3 Augmedics, Inc.
15.4 Barco NV
15.5 BOE Technology Group Co. Ltd.
15.6 eMagin Corp.
15.7 Holoeye Photonics Ag
15.8 Innolux Corp.
15.9 Jasper Display Corp.
15.10 Kopin Corp.
15.11 Kura Technologies
15.12 Lenovo Group Ltd.
15.13 LG Display Co. Ltd.
15.14 Magic Leap, Inc.
15.15 Meta Platforms, Inc.
15.16 Raontech
15.17 Samsung Electronics Co. Ltd.
15.18 Seiko Epson Corp.
15.19 Sony Group Corp.
15.20 STMicroelectronics N.V.
15.21 Virtual Realities, LLC
15.22 Vuzix
15.23 WaveOptics Ltd.
16 Appendix
16.1 Questionnaire

Companies Mentioned

  • Alphabet Inc.
  • Apple Inc.
  • Augmedics, Inc.
  • Barco NV
  • BOE Technology Group Co. Ltd.
  • eMagin Corp.
  • Holoeye Photonics Ag
  • Innolux Corp.
  • Jasper Display Corp.
  • Kopin Corp.
  • Kura Technologies
  • Lenovo Group Ltd.
  • LG Display Co. Ltd.
  • Magic Leap, Inc.
  • Meta Platforms, Inc.
  • Raontech
  • Samsung Electronics Co. Ltd.
  • Seiko Epson Corp.
  • Sony Group Corp.
  • STMicroelectronics N.V.
  • Virtual Realities, LLC
  • Vuzix
  • WaveOptics Ltd.