Augmented reality is a technology that uses the existing user’s environment and overlays the digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)-computer generated environment-which completely immerses end users in an artificial world without seeing the real world. This report includes, the revenue generation from the sale of augmented and virtual reality enabled hardware and content. Research Beam Model: Research Beam Product ID: 1545575 5370 USD New
Augmented and Virtual Reality Market by Application-2022 | AMR
 

Augmented and Virtual Reality Market by Platform (Mobile, Console and PC) and Application (Videogames, Live Events and Video Entertainment, Military and Healthcare) - Global Opportunity and Forecast, 2014-2022

Augmented and Virtual Reality Market by Platform (Mobile, Console and PC) and Application (Videogames, Live Events and Video Entertainment, Military a

Category : ICT & Media
Published On : April  2017
Pages : 172

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Augmented reality is a technology that uses the existing user’s environment and overlays the digital or virtual content or information over it. Augmented reality applications are developed on special 3D programs that enable developers to integrate contextual or digital content with the real world. While virtual reality is also a three-dimensional (3D)-computer generated environment-which completely immerses end users in an artificial world without seeing the real world. This report includes, the revenue generation from the sale of augmented and virtual reality enabled hardware and content.

The augmented and virtual reality market is segmented on the basis of platform, application, and geography. Based on the platform, the augmented and virtual reality market is segmented into mobile, console and personal computer (PC). Among platforms, the console segment contributed maximum market share in 2015, owing to the increase in penetration of gaming consoles especially, among the young population worldwide. By application, the augmented and virtual reality market is segmented into videogames, live events and video entertainment, military, healthcare, and others (retail, real estate, education, and engineering). Among applications, video games segment dominated the market in 2015 due to growing popularity and increased spending on augmented and virtual reality based video games globally. Geographically, the market is studied across North America, Europe, Asia-Pacific, and LAMEA. Among regions, the market in Asia-Pacific region is projected to grow at the highest CAGR of 67.5% during the forecast period owing to the high mobile device and gaming consoles’ penetration in the region.

The prominent companies operating in the global augmented and virtual reality industry inclined towards adopting product launch, partnership, geographical expansion and acquisition as their major strategies for business growth and expansion globally. Key players identified in the augmented and virtual reality industry include Google Inc., Intel Corporation, Magic Leap, Inc., Marxent Labs LLC, Microsoft Corporation, NVIDIA Corporation, Oculus VR, LLC, Qualcomm Inc., Samsung Electronics Co., Ltd., and Vuzix Corporation.

KEY BENEFITS

  • The study provides an in-depth analysis of the augmented and virtual reality market along with current and future trends to elucidate the imminent investment pockets.
  • Information regarding key drivers, restraints, and opportunities along with their impact analysis on the augmented and virtual reality market is provided.
  • Porter’s Five Forces analysis illustrates the potency of buyers and suppliers participating in the market.
  • The quantitative analysis of the market from 2014 to 2022 is provided to elaborate the market potential.

Augmented and Virtual Reality Market Key Segments:

The augmented and virtual reality market is segmented based on platform, application, and geography.

BY PLATFORM

  • Mobile
  • Console
  • PC (Personal computer)

BY APPLICATION

  • Videogames
  • Live events and video entertainment
  • Military
  • Healthcare
  • Others (retail, real estate, education, and engineering)

BY REGION

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Spain
    • Russia
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America
    • Middle East
    • Africa

KEY MARKET PLAYERS PROFILED IN THE REPORT

  • Google Inc.
  • Intel Corporation
  • Magic Leap, Inc.
  • Marxent Labs LLC
  • Microsoft Corporation
  • NVIDIA Corporation
  • Oculus VR, LLC
  • Qualcomm Inc.
  • Samsung Electronics Co., Ltd.
  • Vuzix Corporation

CHAPTER 1 INTRODUCTION

1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY

1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models

CHAPTER 2 EXECUTIVE SUMMARY

2.1. CXO PERSPECTIVE

CHAPTER 3 MARKET OVERVIEW

3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS

3.2.1. Top investment pockets

3.3. PORTERS FIVE FORCES ANALYSIS

3.3.1. Moderate bargaining power of suppliers
3.3.2. Moderate threat of new entrants
3.3.3. Moderate threat of substitutes
3.3.4. High competitive rivalry
3.3.5. High bargaining power among buyers

3.4. MARKET DYNAMICS

3.4.1. Drivers

3.4.1.1. Expansion in gamer community
3.4.1.2. Increase in popularity of augmented and virtual reality
3.4.1.3. Cost-efficient benefits of augmented and virtual reality based solutions

3.4.2. Restraints

3.4.2.1. Resistance to adopt the augmented and virtual reality technology
3.4.2.2. Lack of investments in R&D

3.4.3. Opportunities

3.4.3.1. Advancement in technology
3.4.3.2. Introduction of industry-specific solutions

CHAPTER 4 AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM

4.1. OVERVIEW
4.2. MOBILE

4.2.1. Key market trends
4.2.2. Key growth factors and opportunities
4.2.3. Market size and forecast

4.3. CONSOLE

4.3.1. Key market trends
4.3.2. Key growth factors and opportunities
4.3.3. Market size and forecast

4.4. PERSONAL COMPUTER (PC)

4.4.1. Key market trends
4.4.2. Key growth factors and opportunities
4.4.3. Market size and forecast

CHAPTER 5 AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION

5.1. OVERVIEW
5.2. VIDEO GAMES

5.2.1. Key market trends
5.2.2. Key growth factors and opportunities
5.2.3. Market size and forecast

5.3. LIVE EVENTS AND VIDEO ENTERTAINMENT

5.3.1. Key market trends
5.3.2. Key growth factors and opportunities
5.3.3. Market size and forecast

5.4. MILITARY

5.4.1. Key market trends
5.4.2. Key growth factors and opportunities
5.4.3. Market size and forecast

5.5. HEALTHCARE

5.5.1. Key market trends
5.5.2. Key growth factors and opportunities
5.5.3. Market size and forecast

5.6. OTHERS

5.6.1. Key market trends
5.6.2. Key growth factors and opportunities
5.6.3. Market size and forecast

CHAPTER 6 AUGMENTED & VIRTUAL REALITY MARKET, BY REGION

6.1. OVERVIEW
6.2. NORTH AMERICA

6.2.1. Key market trends
6.2.2. Key growth factors and opportunities
6.2.3. Market size and forecast

6.2.3.1. U.S.

6.2.3.1.1. Market size and forecast

6.2.3.2. Canada

6.2.3.2.1. Market size and forecast

6.2.3.3. Mexico

6.2.3.3.1. Market size and forecast

6.3. EUROPE

6.3.1. Key market trends
6.3.2. Key growth factors and opportunities
6.3.3. Market size and forecast

6.3.3.1. Germany

6.3.3.1.1. Market size and forecast

6.3.3.2. U.K.

6.3.3.2.1. Market size and forecast

6.3.3.3. France

6.3.3.3.1. Market size and forecast

6.3.3.4. Spain

6.3.3.4.1. Market size and forecast

6.3.3.5. Russia

6.3.3.5.1. Market size and forecast

6.3.3.6. Rest of Europe

6.3.3.6.1. Market size and forecast

6.4. ASIA-PACIFIC

6.4.1. Key market trends
6.4.2. Key growth factors and opportunities
6.4.3. Market size and forecast

6.4.3.1. China

6.4.3.1.1. Market size and forecast

6.4.3.2. Japan

6.4.3.2.1. Market size and forecast

6.4.3.3. South Korea

6.4.3.3.1. Market size and forecast

6.4.3.4. Rest of Asia-Pacific

6.4.3.4.1. Market size and forecast

6.5. LAMEA

6.5.1. Key market trends
6.5.2. Key growth factors and opportunities
6.5.3. Market size and forecast

6.5.3.1. Latin America

6.5.3.1.1. Market size and forecast

6.5.3.2. Middle East

6.5.3.2.1. Market size and forecast

6.5.3.3. Africa

6.5.3.3.1. Market size and forecast

CHAPTER 7 COMPANY PROFILES

7.1. ALPHABET INC. (GOOGLE INC.)

7.1.1. Company overview
7.1.2. Company snapshot
7.1.3. Operating business segments
7.1.4. Product portfolio
7.1.5. Business performance
7.1.6. Key strategic moves & developments, 2014-2016

7.2. FACEBOOK INC.(OCULUS VR, LLC)

7.2.1. Company overview
7.2.2. Company snapshot
7.2.3. Operating business segments
7.2.4. Product portfolio
7.2.5. Business performance
7.2.6. Key strategic moves & developments, 2014-2016

7.3. INTEL CORPORATION

7.3.1. Company overview
7.3.2. Company snapshot
7.3.3. Operating business segments
7.3.4. Product portfolio
7.3.5. Business performance
7.3.6. Key strategic moves & developments, 2014-2016

7.4. MAGIC LEAP, INC.

7.4.1. Company overview
7.4.2. Company snapshot
7.4.3. Operating business segments
7.4.4. Product portfolio

7.5. MARXENT LABS LLC

7.5.1. Company overview
7.5.2. Company snapshot
7.5.3. Operating business segments
7.5.4. Product portfolio
7.5.5. Key strategic moves & developments, 2014-2016

7.6. MICROSOFT CORPORATION

7.6.1. Company overview
7.6.2. Company snapshot
7.6.3. Operating business segments
7.6.4. Product portfolio
7.6.5. Business performance
7.6.6. Key strategic moves & developments, 2014-2016

7.7. NVIDIA CORPORATION

7.7.1. Company overview
7.7.2. Company snapshot
7.7.3. Operating business segments
7.7.4. Product portfolio
7.7.5. Business performance
7.7.6. Key strategic moves and developments

7.8. QUALCOMM INCORPORATED

7.8.1. Company overview
7.8.2. Company snapshot
7.8.3. Operating business segments
7.8.4. Product portfolio
7.8.5. Business performance
7.8.6. Key strategic moves & developments, 2014-2016

7.9. SAMSUNG ELECTRONICS CO., LTD.

7.9.1. Company overview
7.9.2. Company snapshot
7.9.3. Operating business segments
7.9.4. Product portfolio
7.9.5. Business performance
7.9.6. Key strategic moves & developments, 2014-2016

7.10. VUZIX CORPORATION

7.10.1. Company overview
7.10.2. Company snapshot
7.10.3. Operating business segments
7.10.4. Product portfolio
7.10.5. Business performance
7.10.6. Key strategic moves & developments, 2014-2016

LIST OF TABLES

TABLE 1. AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM, 2014-2022 ($MILLION)
TABLE 2. AUGMENTED & VITRUAL REALITY MARKET FOR MOBILE SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 3. AUGMENTED & VIRTUAL REALITY MARKET FOR CONSOLE SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 4. AUGMENTED & VIRTUAL REALITY MARKET FOR PC SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 5. AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION, 2014-2022 ($MILLION)
TABLE 6. AUGMENTED & VIRTUAL REALITY MARKET FOR VIDEOGAMES SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 7. AUGMENTED & VIRTUAL REALITY MARKET FOR LIVE EVENTS AND VIDEO ENTERTAINMENT SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 8. AUGMENTED & VIRTUAL REALITY MARKET FOR MILITARY SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 9. AUGMENTED & VIRTUAL REALITY MARKET FOR HEALTHCARE SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 10. AUGMENTED & VIRTUAL REALITY MARKET FOR OTHERS SEGMENT, BY REGION, 2014-2022 ($MILLION)
TABLE 11. AUGMENTED & VIRTUAL REALITY MARKET, BY REGION, 2014-2022 ($MILLION)
TABLE 12. NORTH AMERICA AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM, 2014-2022 ($MILLION)
TABLE 13. NORTH AMERICA AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION, 2014-2022 ($MILLION)
TABLE 14. NORTH AMERICA AUGMENTED & VIRTUAL REALITY MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 15. EUROPE AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM, 2014-2022 ($MILLION)
TABLE 16. EUROPE AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION, 2014-2022 ($MILLION)
TABLE 17. EUROPE AUGMENTED & VIRTUAL REALITY MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 18. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM, 2014-2022 ($MILLION)
TABLE 19. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION, 2014-2022 ($MILLION)
TABLE 20. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 21. LAMEA AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM, 2014-2022 ($MILLION)
TABLE 22. LAMEA AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION, 2014-2022 ($MILLION)
TABLE 23. LAMEA AUGMENTED & VIRTUAL REALITY MARKET, BY COUNTRY, 2014-2022 ($MILLION)
TABLE 24. ALPHABET: COMPANY SNAPSHOT
TABLE 25. ALPHABET INC.: OPERATING SEGMENTS
TABLE 26. ALPHABET INC.: PRODUCT PORTFOLIO
TABLE 27. FACEBOOK: COMPANY SNAPSHOT
TABLE 28. FACEBOOK: OPERATING SEGMENTS
TABLE 29. FACEBOOK: PRODUCT PORTFOLIO
TABLE 30. INTEL: COMPANY SNAPSHOT
TABLE 31. INTEL: OPERATING SEGMENTS
TABLE 32. INTEL: PRODUCT PORTFOLIO
TABLE 33. MAGIC LEAP: COMPANY SNAPSHOT
TABLE 34. MAGIC LEAP: OPERATING SEGMENTS
TABLE 35. MAGIC LEAP: PRODUCT PORTFOLIO
TABLE 36. MARXENT LABS: COMPANY SNAPSHOT
TABLE 37. MARXENT LABS: OPERATING SEGMENTS
TABLE 38. MARXENT LABS: PRODUCT PORTFOLIO
TABLE 39. MICROSOFT: COMPANY SNAPSHOT
TABLE 40. ABC: OPERATING SEGMENTS
TABLE 41. MICROSOFT: PRODUCT PORTFOLIO
TABLE 42. NVIDIA: COMPANY SNAPSHOT
TABLE 43. NVIDIA: OPERATING SEGMENTS
TABLE 44. NVIDIA: PRODUCT PORTFOLIO
TABLE 45. QUALCOMM: COMPANY SNAPSHOT
TABLE 46. QUALCOMM: OPERATING SEGMENTS
TABLE 47. QUALCOMM: PRODUCT PORTFOLIO
TABLE 48. SAMSUNG: COMPANY SNAPSHOT
TABLE 49. SAMSUNG: OPERATING SEGMENTS
TABLE 50. SAMSUNG: PRODUCT PORTFOLIO
TABLE 51. VUZIX: COMPANY SNAPSHOT
TABLE 52. VUZIX: OPERATING SEGMENTS
TABLE 53. VUZIX: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 1. GLOBAL AUGMENTED & VIRTUAL REALITY MARKET SEGMENTATION
FIGURE 2. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, 2015 & 2022
FIGURE 3. GLOBAL AUGMENTED AND VIRTUAL REALITY MARKET, BY REGION, 2015 & 2022
FIGURE 4. KEY INVESTMENT POCKETS
FIGURE 5. AUGMENTED & VIRTUAL REALITY MARKET, BY PLATFORM
FIGURE 7. AUGMENTED & VIRTUAL REALITY MARKET, BY MOBILE, 2014-2022 ($MILLION)
FIGURE 8. AUGMENTED & VIRTUAL REALITY MARKET, BY CONSOLE, 2014-2022 ($MILLION)
FIGURE 9. AUGMENTED & VIRTUAL REALITY MARKET BY PC, 2014-2022 ($MILLION)
FIGURE 10. AUGMENTED & VIRTUAL REALITY MARKET, BY APPLICATION, 2014-2022 ($ MILLION)
FIGURE 11. AUGMENTED & VIRTUAL REALITY MARKET, BY VIDEOGAMES, 2014-2022 ($MILLION)
FIGURE 12. AUGMENTED & VIRTUAL REALITY MARKET, BY LIVE EVENTS AND VIDEO ENTERTAINMENT, 2014-2022 ($MILLION)
FIGURE 13. AUGMENTED & VIRTUAL REALITY MARKET, BY MILITARY, 2014-2022 ($MILLION)
FIGURE 14. AUGMENTED & VIRTUAL REALITY MARKET, BY HEALTHCARE, 2014-2022 ($MILLION)
FIGURE 15. AUGMENTED & VIRTUAL REALITY MARKET, BY OTHERS, 2014-2022 ($MILLION)
FIGURE 16. AUGMENTED & VIRTUAL REALITY MARKET, BY REGION, 2015(%)
FIGURE 17. NORTH AMERICA AUGMENTED & VIRTUAL REALITY MARKET
FIGURE 18. U.S. AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 19. CANADA AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 20. MEXICO AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 21. EUROPE AUGMENTED & VIRTUAL REALITY MARKET
FIGURE 22. GERMANY AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 23. U.K. AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 24. FRANCE AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 25. SPAIN AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 26. RUSSIA AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 27. REST OF EUROPE AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 28. ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET
FIGURE 29. CHINA AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 30. JAPAN AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 31. SOUTH KOREA AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 32. REST OF ASIA-PACIFIC AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 33. LAMEA AUGMENTED & VIRTUAL REALITY MARKET
FIGURE 34. LATIN AMERICA AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 35. MIDDLE EAST AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 36. AFRICA AUGMENTED & VIRTUAL REALITY MARKET, 2014-2022 ($MILLION)
FIGURE 37. ALPHABET INC.: REVENUE, 2014-2016 ($MILLION)
FIGURE 38. ALPHABET INC.: REVENUE SHARE BY SEGMENT, 2016 (%)
FIGURE 39. ALPHABET INC.: REVENUE SHARE BY GEOGRAPHY, 2016 (%)
FIGURE 40. ALPHABET INC.: STRATEGY SHARE, 2014-2017 (%)
FIGURE 41. FACEBOOK: REVENUE, 2014-2016 ($MILLION)
FIGURE 42. FACEBOOK: REVENUE SHARE BY SEGMENT, 2016 (%)
FIGURE 43. FACEBOOK: REVENUE SHARE BY GEOGRAPHY, 2016 (%)
FIGURE 44. FACEBOOK: STRATEGY SHARE, 2014-2016 (%)
FIGURE 45. INTEL: REVENUE, 2013-2015 ($MILLION)
FIGURE 46. INTEL: REVENUE SHARE BY SEGMENT, 2015 (%)
FIGURE 47. INTEL: REVENUE SHARE BY GEOGRAPHY, 2015 (%)
FIGURE 48. INTEL: STRATEGY SHARE, 2014-2016 (%)
FIGURE 49. MARXENT LABS: STRATEGY SHARE, 2014-2016 (%)
FIGURE 50. MICROSOFT: REVENUE, 2014-2016 ($MILLION)
FIGURE 51. MICROSOFT: REVENUE SHARE BY SEGMENT, 2016 (%)
FIGURE 52. MICROSOFT: REVENUE SHARE BY GEOGRAPHY, 2016 (%)
FIGURE 53. MICROSOFT: STRATEGY SHARE, 2014-2016 (%)
FIGURE 54. NVIDIA: REVENUE, 2014-2016 ($MILLION)
FIGURE 55. NVIDIA: REVENUE SHARE BY SEGMENT, 2016 (%)
FIGURE 56. NVIDIA: REVENUE SHARE BY GEOGRAPHY, 2016 (%)
FIGURE 57. NVIDIA: STRATEGY SHARE, 2014-2016 (%)
FIGURE 58. QUALCOMM: REVENUE, 2014-2016 ($MILLION)
FIGURE 59. QUALCOMM: REVENUE SHARE BY SEGMENT, 2016 (%)
FIGURE 60. QUALCOMM: REVENUE SHARE BY GEOGRAPHY, 2016 (%)
FIGURE 61. QUALCOMM: STRATEGY SHARE, 2014-2016 (%)
FIGURE 62. SAMSUNG ABC: REVENUE, 2013-2015 ($MILLION)
FIGURE 63. SAMSUNG: REVENUE SHARE BY SEGMENT, 2015 (%)
FIGURE 64. SAMSUNG: REVENUE SHARE BY GEOGRAPHY, 2015 (%)
FIGURE 65. SAMSUNG: STRATEGY SHARE, 2014-2016 (%)
FIGURE 66. VUZIX: REVENUE, 2013-2015 ($MILLION)
FIGURE 67. VUZIX: REVENUE SHARE BY SEGMENT, 2015 (%)
FIGURE 68. VUZIX: STRATEGY SHARE, 2014-2016 (%)

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