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Los Angeles, CA -- (SBWIRE) -- 03/27/2019 -- Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it whereas Virtual reality (VR) can be defined as an artificial, computer-generated simulation or recreation of a real life environment or situation which immerses the user by making them feel like they are experiencing the simulated reality first-hand, primarily by stimulating their vision and hearing.
Geographically, North America dominated the augmented & virtual reality handheld device market driven by higher penetration of AR & VR technology in amongst its tech savvy residents, higher spending on such technologies.
This report studies the Augmented and Virtual Reality Handheld Device market size (value and volume) by players, regions, product types and end industries, history data 2013-2017 and forecast data 2018-2025; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
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Geographically, this report is segmented into several key regions, with sales, revenue, market share and growth Rate of Augmented and Virtual Reality Handheld Device in these regions, from 2013 to 2025, covering
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Turkey etc.)
Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam)
South America (Brazil etc.)
Middle East and Africa (Egypt and GCC Countries)
The various contributors involved in the value chain of the product include manufacturers, suppliers, distributors, intermediaries, and customers. The key manufacturers in this market include
Google
Microsoft
Facebook
Sony
Samsung Electronics
HTC
PTC
Magic Leap
Osterhout Design Group
Daqri
Blippar
Upskill
By the product type, the market is primarily split into
AR Technology
VR Technology
By the end users/application, this report covers the following segments
Gaming
Medical
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