Virtual and augmented reality refers to the technology which provides the user with real world experience
Portland, OR -- (SBWIRE) -- 07/10/2017 -- Global Virtual and Augmented Reality Marke t - Size, Trend, Share, Opportunity Analysis & Forecast, 2014–2025". The report offers an extensive analysis of technological progress, market landscape, key segments, and major industry players for the historic period, 2014–2016 and the forecast period, 2017–2025. Porter's Five Forces analysis and market share analysis are also provided with the help of tables and figures. Regional analysis is offered to assist market players based on historic development and future outlook. Market size estimations and past progress are discussed to help investors, VPs, executives, and new entrants to help gain thorough understanding of the global industry and take necessary steps to achieve growth.
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The report highlights key findings of the global virtual & augmented reality market and outlines current market trends. Market attractiveness and industry developments for the historic period are discussed. These insights are helpful to give a brief overview of the industry. Research methodology implemented by research analysts is discussed in the research. Journals, publications, and company reports are referred for collection of data. Moreover, online surveys and inputs from industry experts are taken to gather updated and reliable insights.
Market landscape is provided in the research with the help of drivers, challenges, and Porter's Five Forces model. Affordable hardware prices and increase in penetration of gaming consoles are factors that drive the industry. The impact of these factors on global industry is outlined to help market players devise strategies for the future. Lack of awareness in underdeveloped regions including Africa and Latin America is a key challenge industry players need to overcome. Porter's Five Forces model is provided to help in business strategy development by determining level of competition in the industry. Bargaining power of buyers, bargaining power of suppliers, threat of substitutes, industry rivalry, and threat of new entrants are factors analyzed in the model.
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The report offers detailed segmentation of the global virtual and augmented reality industry. The industry is segmented into component, vertical, and geography. Based on component, the market is classified into hardware, software, and services. Industry verticals analyzed in the research are healthcare, retail, education, consumer goods, media & entertainment, industrial, commercial, and others. Geographically, the market is segmented into North America, Asia-Pacific, Europe, and LAMEA. Countries in each regions are also analyzed in the research to help market players determine competitive intensity and devise expansion strategies. Historic market size and market forecast of each segment for aforementioned regions is provided with the help of tables and figures. Moreover, market share of each segment is provided for the historic period as well as the forecast period with the help of a tabular format.
The research offers an extensive analysis of key manufacturers operating in the global virtual and augmented reality market. Financial and business segments are offered in the report along with a brief business overview. Recent developments are discussed in the study along with steps taken by market players such as collaborations, partnerships, agreements, and joint ventures. The top market players operating in the market include Oculus VR LLC, Samsung Electronics, Microsoft Corporation, HTC Corporation, Google Inc., Magic Leap, Inc., Intel Corporation, Blippar.com Ltd., Vuzix Corporation, and Nokia Corporation. These insights are helpful in determine market competition and devising strategies for the future.
Table Of Contents:
1. EXECUTIVE SUMMARY
1.1. KEY FINDINGS
1.2. MARKET ATTRACTIVENESS AND TREND ANALYSIS
1.3. COMPETITIVE LANDSCAPE AND RECENT INDUSTRY DEVELOPMENT ANALYSIS
2.1. REPORT DESCRIPTION
2.2. SCOPE AND DEFINITIONS
2.3. RESEARCH METHODOLOGY
2.3.1. Secondary research
2.3.2. Primary research
2.3.3. Analyst tools and models
3. MARKET LANDSCAPE
3.1. GROWTH DRIVERS
3.1.1. Impact analysis
3.2. RESTRAINTS AND CHALLENGES
3.2.1. Impact analysis
3.3. PORTER'S ANALYSIS
3.3.1. Bargaining power of buyers
3.3.2. Bargaining power of suppliers
3.3.3. Degree of competition
3.3.4. Threat of substitute
3.3.5. Threat of new entrants
3.4. GLOBAL VIRTUAL AND AUGMENTED REALITY MARKET SHARES ANALYSIS, 2014-2025
3.4.1. Global Virtual and Augmented Reality market share by component, 2014-2025
3.4.2. Global Virtual and Augmented Reality market share by geography, 2014-2025
4. VIRTUAL AND AUGMENTED REALITY MARKET BY COMPONENT
4.1.1. Historical market size by region, 2014-2016
4.1.2. Market forecast by region, 2017-2025