Report Detail

Consumer Goods Global AR and VR Market Insights, Forecast to 2025

  • RnM2490918
  • |
  • 02 May, 2019
  • |
  • Global
  • |
  • 118 Pages
  • |
  • QYResearch
  • |
  • Consumer Goods

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.
Augmented Reality is more common, owing to the less taxing technology and development time requirements as compared to virtual reality.
The global AR and VR market is valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025. The objectives of this study are to define, segment, and project the size of the AR and VR market based on company, product type, end user and key regions.

This report studies the global market size of AR and VR in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of AR and VR in these regions.
This research report categorizes the global AR and VR market by top players/brands, region, type and end user. This report also studies the global AR and VR market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.

The following manufacturers are covered in this report, with sales, revenue, market share for each company:
Alphabet
Samsung
Microsoft
Apple
BMW
Worldviz LLC
Qualcomm
Atheer
Daqri
Echopixel

Market size by Product
Software
Service
Market size by End User
Aerospace & Defense
Gaming
Medicine
E-Commerce
Education
Art & Entertainment
Business
Emergency Services
Others

Market size by Region
North America
United States
Canada
Mexico
Asia-Pacific
China
India
Japan
South Korea
Australia
Indonesia
Singapore
Malaysia
Philippines
Thailand
Vietnam
Europe
Germany
France
UK
Italy
Spain
Russia
Central & South America
Brazil
Rest of Central & South America
Middle East & Africa
GCC Countries
Turkey
Egypt
South Africa

The study objectives of this report are:
To study and analyze the global AR and VR market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
To understand the structure of AR and VR market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
Focuses on the key global AR and VR companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
To project the value and sales volume of AR and VR submarkets, with respect to key regions.
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

In this study, the years considered to estimate the market size of AR and VR are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025

This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of AR and VR market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


Table of Contents

    1 Study Coverage

    • 1.1 AR and VR Product
    • 1.2 Market Segments
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global AR and VR Market Size Growth Rate by Product
      • 1.4.2 Software
      • 1.4.3 Service
    • 1.5 Market by End User
      • 1.5.1 Global AR and VR Market Size Growth Rate by End User
      • 1.5.2 Aerospace & Defense
      • 1.5.3 Gaming
      • 1.5.4 Medicine
      • 1.5.5 E-Commerce
      • 1.5.6 Education
      • 1.5.7 Art & Entertainment
      • 1.5.8 Business
      • 1.5.9 Emergency Services
      • 1.5.10 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global AR and VR Market Size
      • 2.1.1 Global AR and VR Revenue 2014-2025
      • 2.1.2 Global AR and VR Sales 2014-2025
    • 2.2 AR and VR Growth Rate by Regions
      • 2.2.1 Global AR and VR Sales by Regions
      • 2.2.2 Global AR and VR Revenue by Regions

    3 Breakdown Data by Manufacturers

    • 3.1 AR and VR Sales by Manufacturers
      • 3.1.1 AR and VR Sales by Manufacturers
      • 3.1.2 AR and VR Sales Market Share by Manufacturers
      • 3.1.3 Global AR and VR Market Concentration Ratio (CR5 and HHI)
    • 3.2 AR and VR Revenue by Manufacturers
      • 3.2.1 AR and VR Revenue by Manufacturers (2014-2019)
      • 3.2.2 AR and VR Revenue Share by Manufacturers (2014-2019)
    • 3.3 AR and VR Price by Manufacturers
    • 3.4 AR and VR Manufacturing Base Distribution, Product Types
      • 3.4.1 AR and VR Manufacturers Manufacturing Base Distribution, Headquarters
      • 3.4.2 Manufacturers AR and VR Product Type
      • 3.4.3 Date of International Manufacturers Enter into AR and VR Market
    • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Product

    • 4.1 Global AR and VR Sales by Product
    • 4.2 Global AR and VR Revenue by Product
    • 4.3 AR and VR Price by Product

    5 Breakdown Data by End User

    • 5.1 Overview
    • 5.2 Global AR and VR Breakdown Data by End User

    6 North America

    • 6.1 North America AR and VR by Countries
      • 6.1.1 North America AR and VR Sales by Countries
      • 6.1.2 North America AR and VR Revenue by Countries
      • 6.1.3 United States
      • 6.1.4 Canada
      • 6.1.5 Mexico
    • 6.2 North America AR and VR by Product
    • 6.3 North America AR and VR by End User

    7 Europe

    • 7.1 Europe AR and VR by Countries
      • 7.1.1 Europe AR and VR Sales by Countries
      • 7.1.2 Europe AR and VR Revenue by Countries
      • 7.1.3 Germany
      • 7.1.4 France
      • 7.1.5 UK
      • 7.1.6 Italy
      • 7.1.7 Russia
    • 7.2 Europe AR and VR by Product
    • 7.3 Europe AR and VR by End User

    8 Asia Pacific

    • 8.1 Asia Pacific AR and VR by Countries
      • 8.1.1 Asia Pacific AR and VR Sales by Countries
      • 8.1.2 Asia Pacific AR and VR Revenue by Countries
      • 8.1.3 China
      • 8.1.4 Japan
      • 8.1.5 Korea
      • 8.1.6 India
      • 8.1.7 Australia
      • 8.1.8 Indonesia
      • 8.1.9 Malaysia
      • 8.1.10 Philippines
      • 8.1.11 Thailand
      • 8.1.12 Vietnam
      • 8.1.13 Singapore
    • 8.2 Asia Pacific AR and VR by Product
    • 8.3 Asia Pacific AR and VR by End User

    9 Central & South America

    • 9.1 Central & South America AR and VR by Countries
      • 9.1.1 Central & South America AR and VR Sales by Countries
      • 9.1.2 Central & South America AR and VR Revenue by Countries
      • 9.1.3 Brazil
    • 9.2 Central & South America AR and VR by Product
    • 9.3 Central & South America AR and VR by End User

    10 Middle East and Africa

    • 10.1 Middle East and Africa AR and VR by Countries
      • 10.1.1 Middle East and Africa AR and VR Sales by Countries
      • 10.1.2 Middle East and Africa AR and VR Revenue by Countries
      • 10.1.3 GCC Countries
      • 10.1.4 Turkey
      • 10.1.5 Egypt
      • 10.1.6 South Africa
    • 10.2 Middle East and Africa AR and VR by Product
    • 10.3 Middle East and Africa AR and VR by End User

    11 Company Profiles

    • 11.1 Alphabet
      • 11.1.1 Alphabet Company Details
      • 11.1.2 Company Business Overview
      • 11.1.3 Alphabet AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.1.4 Alphabet AR and VR Products Offered
      • 11.1.5 Alphabet Recent Development
    • 11.2 Samsung
      • 11.2.1 Samsung Company Details
      • 11.2.2 Company Business Overview
      • 11.2.3 Samsung AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.2.4 Samsung AR and VR Products Offered
      • 11.2.5 Samsung Recent Development
    • 11.3 Microsoft
      • 11.3.1 Microsoft Company Details
      • 11.3.2 Company Business Overview
      • 11.3.3 Microsoft AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.3.4 Microsoft AR and VR Products Offered
      • 11.3.5 Microsoft Recent Development
    • 11.4 Apple
      • 11.4.1 Apple Company Details
      • 11.4.2 Company Business Overview
      • 11.4.3 Apple AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.4.4 Apple AR and VR Products Offered
      • 11.4.5 Apple Recent Development
    • 11.5 BMW
      • 11.5.1 BMW Company Details
      • 11.5.2 Company Business Overview
      • 11.5.3 BMW AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.5.4 BMW AR and VR Products Offered
      • 11.5.5 BMW Recent Development
    • 11.6 Worldviz LLC
      • 11.6.1 Worldviz LLC Company Details
      • 11.6.2 Company Business Overview
      • 11.6.3 Worldviz LLC AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.6.4 Worldviz LLC AR and VR Products Offered
      • 11.6.5 Worldviz LLC Recent Development
    • 11.7 Qualcomm
      • 11.7.1 Qualcomm Company Details
      • 11.7.2 Company Business Overview
      • 11.7.3 Qualcomm AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.7.4 Qualcomm AR and VR Products Offered
      • 11.7.5 Qualcomm Recent Development
    • 11.8 Atheer
      • 11.8.1 Atheer Company Details
      • 11.8.2 Company Business Overview
      • 11.8.3 Atheer AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.8.4 Atheer AR and VR Products Offered
      • 11.8.5 Atheer Recent Development
    • 11.9 Daqri
      • 11.9.1 Daqri Company Details
      • 11.9.2 Company Business Overview
      • 11.9.3 Daqri AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.9.4 Daqri AR and VR Products Offered
      • 11.9.5 Daqri Recent Development
    • 11.10 Echopixel
      • 11.10.1 Echopixel Company Details
      • 11.10.2 Company Business Overview
      • 11.10.3 Echopixel AR and VR Sales, Revenue and Gross Margin (2014-2019)
      • 11.10.4 Echopixel AR and VR Products Offered
      • 11.10.5 Echopixel Recent Development

    12 Future Forecast

    • 12.1 AR and VR Market Forecast by Regions
      • 12.1.1 Global AR and VR Sales Forecast by Regions 2019-2025
      • 12.1.2 Global AR and VR Revenue Forecast by Regions 2019-2025
    • 12.2 AR and VR Market Forecast by Product
      • 12.2.1 Global AR and VR Sales Forecast by Product 2019-2025
      • 12.2.2 Global AR and VR Revenue Forecast by Product 2019-2025
    • 12.3 AR and VR Market Forecast by End User
    • 12.4 North America AR and VR Forecast
    • 12.5 Europe AR and VR Forecast
    • 12.6 Asia Pacific AR and VR Forecast
    • 12.7 Central & South America AR and VR Forecast
    • 12.8 Middle East and Africa AR and VR Forecast

    13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

    • 13.1 Market Opportunities and Drivers
    • 13.2 Market Challenges
    • 13.3 Market Risks/Restraints
    • 13.4 Macroscopic Indicators

    14 Value Chain and Sales Channels Analysis

    • 14.1 Value Chain Analysis
    • 14.2 AR and VR Customers
    • 14.3 Sales Channels Analysis
      • 14.3.1 Sales Channels
      • 14.3.2 Distributors

    15 Research Findings and Conclusion

      16 Appendix

      • 16.1 Research Methodology
        • 16.1.1 Methodology/Research Approach
        • 16.1.2 Data Source
      • 16.2 Author Details

      Summary:
      Get latest Market Research Reports on AR and VR . Industry analysis & Market Report on AR and VR is a syndicated market report, published as Global AR and VR Market Insights, Forecast to 2025. It is complete Research Study and Industry Analysis of AR and VR market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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