Home » Business, Media & Communications, Technology, Telecom, World » Global Augmented Reality and Virtual Reality Market to Grow at a CAGR of 85.4% and 44.5% to 2022 – ReportsWeb
“Key Players: Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH a”
ReportsWeb.com has announced the addition of the “Global Augmented Reality and Virtual Reality Market-Analysis and Forecast, 2016-2022” report to their offering. The report is a compilation of different segments of Global AR and VR market including a market breakdown by device type, component, and application. The report also discusses in detail about the key participants involved in the industry.

Augmented Reality (AR) and Virtual Reality (VR) technologies continue to gain immense popularity with increasing revenue at a global level. A definite presence of smart phones and tablet computers, high mobility and versatility, an increasing interest of large tech corporations, and technological advancement has led to the widespread emergence of the Global AR and VR Market. The global AR and VR market is estimated to witness growth at a CAGR of 85.4% and 44.5% respectively over the period of 2016 to 2022. This growth rate is expected due to increase in the awareness about these technologies among the consumers, mass scale adoption of AR and VR in various industry verticals, and integration of AR and VR to create mixed reality for future applications.

The U.S. generated the maximum amount of revenue in the year 2015 in the global AR and VR industry as compared to other countries, whereas India has the maximum potential to grow in the forecast period. The US has always been on the forefront of the world map when it comes to technological advancement. Like other disruptive technologies, virtual reality and augmented reality has also extended its roots onto the US market. In terms of hardware segment most of the prominent companies are US based, giving significant impetus to the growth of this market in the US as well as the whole of North America. 

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The most often used strategy for developing a better hold on to the market has been through product launches, followed by partnerships and collaborations. Moreover, the company profiles section includes highlights of significant information about the key companies involved along with their financial positions. Some of the key players involved in this market are Samsung Electronics Co, Ltd., Microsoft Corporation, Google Inc., Seiko Epson Corporation, HTC Corporation, Intel Corporation, Qualcomm Inc., Himax Technologies, Vuzix Corporation, Oculus VR, LLC, Osterhout Design Group (ODG), Wikitude GMBH, and EON Reality.

The report is a compilation of different segments of global AR and VR market including a market breakdown by device type, component, and application. The report also discusses in detail about the key participants involved in the industry.

The report answers the following questions about the global AR and VR market:

– What are the prevailing components, and device types in AR and VR?
– What are the different application areas of AR and VR technologies?
– What are the different factors driving the market forward in the forecast period?
– What are the factors restraining the growth of global AR and VR market?
– Who are the major participants in the global AR and VR market?
– What kind of new strategies are being adopted by the existing market players to make a stronger mark in the industry?
– Which region will lead the global AR and VR market by the end of forecast period?

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Table of Contents

Executive Summary 14

1 Research Scope and Methodology 19
1.1 Scope of the Report 19
1.2 Global Augmented Reality and Virtual Reality Market Research Methodology 20
1.2.1 Assumptions and Limitations 20
1.2.2 Primary Research 21
1.2.3 Secondary Research 22
1.2.4 Data Triangulation 23
1.2.5 Data Analysing & Market Estimation 25
1.2.5.1 Top-down Approach 25
1.2.5.2 Bottom-up Approach 25

2 Market Dynamics 26
2.1 Introduction 26
2.2 Market Drivers 27
2.2.1 Established Presence of Smart Phones and Tablet Computers 27
2.2.2 High Mobility and Versatility 28
2.2.3 Increasing Interest of Large Tech Corporations 28
2.2.4 Technological Advancements 30
2.3 Restraints 31
2.3.1 Health Concerns 31
2.3.2 Privacy Issues of the Users 31
2.3.3 Global Economic Slowdown 32
2.4 Opportunities 32
2.4.1 Application Potential 32
2.4.2 Enterprise AR and VR Solutions 32
2.4.3 Integration of AR and VR to Create Mixed Reality 33

3 Competitive Insights 34
3.1 Key Developments and Strategies 34
3.1.1 New Product Launches and Developments 34
3.1.2 Mergers and Acquisitions 39
3.1.3 Business Expansion and Certification 41
3.1.4 Partnerships, Joint Ventures, Collaborations and Contracts 43
3.1.5 Others 49
3.2 Analysis of Leading Players in Augmented Reality Market 52
3.3 Analysis of Leading Players in Virtual Reality Market 53
3.4 Industry Attractiveness 54
3.4.1 Component Supplier Analysis 54
3.4.2 Technology Supplier Analysis 55
3.4.3 Device Supplier Analysis 56
3.5 Future Trends and Developments in Augmented Reality Market 57
3.5.1 Form Factor 57
3.5.2 Increase in Enterprise Demand 57
3.5.3 Virtual Playground Applications 57
3.5.4 Lower Price Point 58
3.5.5 Mixed Reality 58
3.5.6 Gesture and Haptics Control 58
3.6 R&D Analysis of Leading Players in Augmented Reality and Virtual Reality Market 59

4 Augmented Reality and Virtual Reality Market Breakdown, by Device Type 61
4.1 Introduction 61
4.2 Augmented Reality Market by Device Type 61
4.2.1 Head Mounted Displays (HMDs) 62
4.2.2 Head up Displays (HUDs) 66
4.3 Virtual Reality Market by Device Type 67
4.3.1 HMD (Head Mounted Display) 68
4.3.2 Projection Based VR Devices (CAVE) 70
4.3.3 Gesture Based VR Devices 72

5 Augmented Reality and Virtual Reality Market Breakdown by Component 75
5.1 Market Overview 75
5.2 Hardware Used in Augmented Reality and Virtual Reality 77
5.2.1 Sensors 78
5.2.2 Displays 78
5.2.3 3D Camera 78
5.2.4 Semiconductor Components 79
5.3 Software Used in Augmented Reality and Virtual Reality 80

6 Technologies Used in Augmented Reality and Virtual Reality 82
6.1 Technologies Used in Augmented Reality 82
6.1.1 Marker-based AR 82
6.1.2 Marker-less AR 83
6.2 Technologies Used in Virtual Reality 83
6.2.1 Non Immersive VR 84
6.2.2 Semi Immersive VR 84
6.2.3 Fully Immersive VR 84

7 Augmented Reality and Virtual Reality Market Breakdown, by Application 86
7.1 Augmented Reality Market Breakdown by Application 86
7.1.1 Consumer Applications 87
7.1.2 Commercial Applications 87
7.1.3 Aerospace and Defense  88
7.1.4 Healthcare 88
7.1.5 Enterprise Applications 89
7.1.6 Others 89
7.2 Virtual Reality Market Breakdown by Application 90
7.2.1 Aerospace and Defense 91
7.2.2 Consumer Applications 91
7.2.3 Healthcare 91
7.2.4 Commercial Applications 92
7.2.5 Enterprise Application of VR 92

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8 Augmented Reality and Virtual Reality Market Breakdown, by Geography 94
8.1 Introduction 94
8.2 North America AR and VR Market by Country 95
8.3 Europe AR and VR Market by Country 98
8.4 Asia Pacific (APAC) AR and VR Market by Country 100
8.5 Rest of the World (ROW) AR and VR Market by Country 103

9 Company Profiles 106
9.1 Introduction 106
9.2 Samsung Electronics Co, Ltd. 107
9.2.1 Company Overview 107
9.2.2 Financials 108
9.2.2.1 Overall Financials 108
9.2.2.2 Geographic Revenue Mix 109
9.2.2.3 Business Segment Revenue Mix 110
9.2.2.4 Financial Summary 110
9.2.3 Swot Analysis 111
9.3 Microsoft Corporation 112
9.3.1 Company Overview 112
9.3.2 Financials 113
9.3.2.1 Overall Financials 113
9.3.2.2 Geographic Revenue Mix 114
9.3.2.3 Business Segment Revenue Mix 114
9.3.2.4 Financial Summary 115
9.3.3 Swot Analysis 115
9.4 Google Inc. 116
9.4.1 Company Overview 116
9.4.2 Financials 117
9.4.2.1 Overall Financials 117
9.4.2.2 Geographic Revenue Mix 118
9.4.2.3 Business Segment Revenue Mix 118
9.4.2.4 Financial Summary 119
9.4.3 Swot Analysis 119
9.5 Seiko Epson Corporation 120
9.5.1 Company Overview 120
9.5.2 Financials 121
9.5.2.1 Overall Financials 121
9.5.2.2 Geographic Revenue Mix 121
9.5.2.3 Business Segment Revenue Mix 122
9.5.2.4 Financial Summary 122
9.5.3 Swot Analysis 123
9.6 HTC Corporation 124
9.6.1 Company Overview 124
9.6.2 Financials 125
9.6.2.1 Overall Financials 125
9.6.2.2 Geographic Revenue Mix 125
9.6.2.3 Financial Summary 126
9.6.3 Swot Analysis 126
9.7 Intel Corporation 127
9.7.1 Company Overview 127
9.7.2 Financials 128
9.7.2.1 Overall Financials 128
9.7.2.2 Geographic Revenue Mix 128
9.7.2.3 Business Segment Revenue Mix 129
9.7.2.4 Financial Summary 129
9.7.3 Swot Analysis 130
9.8 Qualcomm Inc. 131
9.8.1 Company Overview 131
9.8.2 Financials 132
9.8.2.1 Overall Financials 132
9.8.2.2 Geographic Revenue Mix 132
9.8.2.3 Business Segment Revenue Mix 133
9.8.2.4 Financial Summary 133
9.8.3 Swot Analysis 134
9.9 Himax Technologies 135
9.9.1 Company Overview 135
9.9.2 Financials 136
9.9.2.1 Overall Financials 136
9.9.2.2 Geographic Revenue Mix 136
9.9.2.3 Business Segment Revenue Mix 137
9.9.2.4 Financial Summary 137
9.9.3 Swot Analysis 138
9.10 Vuzix Corporation 139
9.10.1 Company Overview 139
9.10.1.1 Overall Financials 140
9.10.1.2 Business Segment Revenue Mix 140
9.10.1.3 Financial Summary 141
9.10.2 Swot Analysis 141
9.11 Oculus VR, LLC 142
9.11.1 Company Overview 142
9.12 Osterhout Design Group (ODG) 143
9.12.1 Company Overview 143
9.13 Wikitude GMBH 144
9.13.1 Company Overview 144
9.14 Daqri LLC 145
9.14.1 Company Overview 145
9.15 EON Reality 146
9.15.1 Company Overview 146
9.16 Magic Leap, Inc. 147
9.16.1 Company Overview 147
9.17 Infinity Augmented Reality, Inc. 148
9.17.1 Company Overview 148
9.18 Cyberglove Systems LLC 149
9.18.1 Company Overview 149
9.19 Meta Company 150
9.19.1 Company Overview 150 

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