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Virtual and Augmented Reality Market to Grow at CAGR of 92.50% by 2024: Emerging Technological Advances and Innovation

Virtual and Augmented Reality Market Anticipated to Surge to US$547.20 bn by 2024

 

Albany, NY -- (SBWIRE) -- 10/16/2017 -- Virtual and Augmented Reality Market: Overview

Virtual and augmented reality is a suite of hardware, service and software components allowing end-users to visualize and experience virtual environment in real-time. The demand for virtual reality (VR) and augmented reality (AR) is expected to increase in the coming years owing to the growing demand for AR and VR service, affordable hardware cost, and increase in end-use application. The growing demand for VR and AR in healthcare, education, gaming and media and entertainment in the North American, Asia Pacific and European regions is expected to increase the adoption of VR and AR in these markets.

Virtual and Augmented Reality Market: Segmentation

This research report provides an in-depth analysis of the global VR and AR market based on component, end-use application, and geography. The global VR and AR market is categorized based on component types into hardware, software, and services. Furthermore, the report provides additional breakdown of hardware component into head mounted display, head up isplay, glasses, consoles and Sensor/Input, and others (Camera and Projector). Consoles include headset which use smartphone or tablets to display VR and AR based images to the end-user. The end-use applications for the global VR and AR market are healthcare, education, retail, gaming, construction, media and entertainment, automotive, defense & aerospace, and others (manufacturing and energy). The report further breakdown the segments as per VR and AR separately. The report analyzes each of these segments for various geographies considered under the scope of the study.

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Based on geographical regions, the report segments the global VR and AR market into North America, Europe, Asia Pacific, Middle East & Africa (MEA), and South America, which are analyzed in terms of revenue generation. North America is further segmented into the U.S. and Canada, while Europe is divided into the U.K. and Germany. Asia Pacific is subdivided into China and India. Also, MEA is further segmented into South Africa and the GCC, while South America is subdivided into Brazil and Argentina. The report further provides cross-segmentation analysis of the segmentation as per the countries.

Virtual and Augmented Reality Market: Growth Dynamics

The report also provides an analysis of the factors that drive and restrain the growth of the VR and AR market. It discusses the prevailing market trends, prospective growth opportunities, and major strategies increasing the popularity of the global VR and AR market. It provides market estimates and forecasts for all the segments in terms of revenue. The report further provides estimates and forecasts for head mounted display, glasses, and console under hardware segment in terms of volume. The report also provides industry evolution, impact analysis of VR and AR market on smartphone, tablet, PC and TV Adoption, value chain analysis, and Porter's Five Forces Analysis for the global VR and AR market.

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Virtual and Augmented Reality Market: Competitive Dynamics

Major business strategies adopted by key players, their SWOT analysis, and competition matrix have also been identified in the research report. The key market players profiled in this study include Google, Inc., Samsung Electronics Co., Ltd., Microsoft Corporation, Sony Interactive Entertainment LLC, Oculus VR LLC, HTC Corporation, ZeroLight Ltd., EON Reality, Inc., Nokia Corporation, Barco N.V., Blippar.com Ltd., Aurasma Ltd. (Hewlett-Packard Development Company. L.P), MindMaze SA, Virtalis Ltd., Manus Machinae B.V., Independiente Communications Ltd., VirZOOM, Inc., and NuFormer Projection B.V.

Global VR and AR Market

By Component

Hardware
Head Mounted Display
Head Up Display
Glasses
Console
Sensor/Input
Other (Camera and Projector)
Software
Service

By End-use Application

Healthcare
Education
Retail
Gaming
Construction
Media and Entertainment
Automotive
Defense and Aerospace
Others (Manufacturing and Energy)

By Geography

North America
Europe
Asia Pacific
Middle East and Africa
South America

Table of Content

Chapter 1 Preface
1.1 Market Definition and Scope
1.2 Market Segmentation
1.3 Key Research Objectives
1.4 Research Highlights

Chapter 2 Assumptions and Research Methodology

Chapter 3 Executive Summary: Global Virtual and Augmented Reality Market

Chapter 4 Market Overview
4.1 Introduction
4.1.1 Definition
4.1.2 Industry Evolution / Developments
4.2 Virtual and Augmented Reality Market Overview
4.3 Key Market Indicators
4.3.1 Impact Analysis: Virtual and Augmented Reality Market on Smartphone, Tablet, PC and TV Adoption
4.3.2 Market - Global Supply Demand Scenario
4.4 Market Dynamics
4.4.1 Drivers
4.4.2 Restraint
4.4.3 Opportunity
4.5 Global Virtual and Augmented Reality Market Analysis and Forecasts, 2014 – 2024
4.5.1 Market Volume Projections (Hardware), By Virtual and Augmented Reality, 2014 – 2024 (Million Units)
4.5.2 Pricing - Actuals and Projections, By Virtual and Augmented Reality, 2014 – 2024 (US$ per Unit)
4.5.3 Market Revenue Projections (US$ Mn))
4.6 Porter's Five Force Analysis
4.7 Value Chain Analysis
4.8 Market Outlook

Chapter 5 Global Virtual and Augmented Reality Market Analysis and Forecasts, By Component
5.1 Introduction & Definition
5.2 Key Findings / Developments
5.3 Key Trends
5.4 Market Size (US$ Mn) Forecast, By Component
5.4.1 Hardware Market, 2014 – 2024 (US$ Mn and Mn Units)
5.4.2 Head Mounted Display Market, 2014 – 2024 (US$ Mn and Mn Units)
5.4.3 Head Up Display Market, 2014 – 2024 (US$ Mn)
5.4.4 Glasses Market, 2014 – 2024 (US$ Mn and Mn Units)
5.4.5 Console Market, 2014 – 2024 (US$ Mn and Mn Units)
5.4.6 Sensor/Input Market, 2014 – 2024 (US$ Mn)
5.4.7 Other (Camera and Scanner) Market, 2014 – 2024 (US$)
5.4.8 Software Market, 2014 – 2024 (US$ Mn)
5.4.9 Service Market, 2014 – 2024 (US$ Mn)
5.5 Comparison Matrix
5.6 Market Attractiveness By Component

Chapter 6 Global Virtual and Augmented Reality Market Analysis and Forecasts, By End-use Application
6.1 Introduction & Definition
6.2 Key Findings / Developments
6.3 Key Trends
6.4 Market Size (US$ Mn) Forecast, By Application
6.4.1 Healthcare Market, 2014 – 2024 (US$ Mn)
6.4.2 Education Market, 2014 – 2024 (US$ Mn)
6.4.3 Retail Market, 2014 – 2024 (US$ Mn)
6.4.4 Gaming Market, 2014 – 2024 (US$ Mn)
6.4.5 Construction Market, 2014 – 2024 (US$ Mn)
6.4.6 Media and Entertainment Market, 2014 – 2024 (US$ Mn)
6.4.7 Automotive Market, 2014 – 2024 (US$ Mn)
6.4.8 Defense and Aerospace Market, 2014 – 2024 (US$ Mn)
6.4.9 Other (Manufacturing and Energy) Market, 2014 – 2024 (US$ Mn)
6.5 Comparison Matrix
6.6 Market Attractiveness By End-use Application

Chapter 7 Global Virtual and Augmented Reality Market Analysis and Forecasts, By Region
7.1 Key Findings
7.2 Policies and Regulations
7.3 Market Size (US$ Mn) Forecast, By Region
7.3.1 North America, 2014 – 2024 (US$ Mn)
7.3.2 Europe, 2014 – 2024 (US$ Mn)
7.3.3 Asia Pacific, 2014 – 2024 (US$ Mn)
7.3.4 Middle East and Africa (MEA), 2014 – 2024 (US$ Mn)
7.3.5 South America, 2014 – 2024 (US$ Mn)
7.4 Market Attractiveness By Region

Chapter 8 North America Virtual and Augmented Reality Market Analysis and Forecast
8.1 Key Findings
8.2 Policies and Regulations
8.3 Key Trends
8.4 Market Size (US$ Mn) Forecast, By Component
8.5 Market Size (US$ Mn) Forecast, By End-use Application
8.6 Market Attractiveness Analysis
8.6.1 By Country
8.6.2 By Component
8.6.3 By End-use Application
8.7 The U.S. Virtual and Augmented Reality Market Analysis and Forecast
8.7.1 Key Findings
8.7.2 Key Trends
8.7.3 Market Size (US$ Mn) Forecast, By Component
8.7.4 Market Size (US$ Mn) Forecast, By End-use Application
8.8 Canada Virtual and Augmented Reality Market Analysis and Forecast
8.8.1 Key Findings
8.8.2 Key Trends
8.8.3 Market Size (US$ Mn) Forecast, By Component
8.8.4 Market Size (US$ Mn) Forecast, By End-use Application

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Chapter 9 Europe Virtual and Augmented Reality Market Analysis and Forecast
9.1 Key Findings
9.2 Policies and Regulations
9.3 Key Trends
9.4 Market Size (US$ Mn) Forecast, By Component
9.5 Market Size (US$ Mn) Forecast, By End-use Application
9.6 Market Attractiveness Analysis
9.6.1 By Country
9.6.2 By Component
9.6.3 By End-use Application
9.7 The U.K. Virtual and Augmented Reality Market Analysis and Forecast
9.7.1 Key Findings
9.7.2 Key Trends
9.7.3 Market Size (US$ Mn) Forecast, By Component
9.7.4 Market Size (US$ Mn) Forecast, By End-use Application
9.8 Germany Virtual and Augmented Reality Market Analysis and Forecast
9.8.1 Key Findings
9.8.2 Key Trends
9.8.3 Market Size (US$ Mn) Forecast, By Component
9.8.4 Market Size (US$ Mn) Forecast, By End-use Application

Chapter 10 Asia Pacific Virtual and Augmented Reality Market Analysis and Forecast
10.1 Key Findings
10.2 Policies and Regulations
10.3 Key Trends
10.4 Market Size (US$ Mn) Forecast, By Component
10.5 Market Size (US$ Mn) Forecast, By End-use Application
10.6 Market Attractiveness Analysis
10.6.1 By Country
10.6.2 By Component
10.6.3 By End-use Application
10.7 China Virtual and Augmented Reality Market Analysis and Forecast
10.7.1 Key Findings
10.7.2 Key Trends
10.7.3 Market Size (US$ Mn) Forecast, By Component
10.7.4 Market Size (US$ Mn) Forecast, By End-use Application
10.8 India Virtual and Augmented Reality Market Analysis and Forecast
10.8.1 Key Findings
10.8.2 Key Trends
10.8.3 Market Size (US$ Mn) Forecast, By Component
10.8.4 Market Size (US$ Mn) Forecast, By End-use Application