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Global AR and VR Market Research Report 2019

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Table of Contents

    Executive Summary

      1 AR and VR Market Overview

      • 1.1 Product Overview and Scope of AR and VR
      • 1.2 AR and VR Segment by Type
        • 1.2.1 Global AR and VR Production Growth Rate Comparison by Type (2014-2025)
        • 1.2.2 Software
        • 1.2.3 Service
      • 1.3 AR and VR Segment by Application
        • 1.3.1 AR and VR Consumption Comparison by Application (2014-2025)
        • 1.3.2 Aerospace & Defense
        • 1.3.3 Gaming
        • 1.3.4 Medicine
        • 1.3.5 E-Commerce
        • 1.3.6 Education
        • 1.3.7 Art & Entertainment
        • 1.3.8 Business
        • 1.3.9 Emergency Services
        • 1.3.10 Others
      • 1.3 Global AR and VR Market by Region
        • 1.3.1 Global AR and VR Market Size Region
        • 1.3.2 North America Status and Prospect (2014-2025)
        • 1.3.3 Europe Status and Prospect (2014-2025)
        • 1.3.4 China Status and Prospect (2014-2025)
        • 1.3.5 Japan Status and Prospect (2014-2025)
        • 1.3.6 Southeast Asia Status and Prospect (2014-2025)
        • 1.3.7 India Status and Prospect (2014-2025)
      • 1.4 Global AR and VR Market Size
        • 1.4.1 Global AR and VR Revenue (2014-2025)
        • 1.4.2 Global AR and VR Production (2014-2025)

      2 Global AR and VR Market Competition by Manufacturers

      • 2.1 Global AR and VR Production Market Share by Manufacturers (2014-2019)
      • 2.2 Global AR and VR Revenue Share by Manufacturers (2014-2019)
      • 2.3 Global AR and VR Average Price by Manufacturers (2014-2019)
      • 2.4 Manufacturers AR and VR Production Sites, Area Served, Product Types
      • 2.5 AR and VR Market Competitive Situation and Trends
        • 2.5.1 AR and VR Market Concentration Rate
        • 2.5.2 AR and VR Market Share of Top 3 and Top 5 Manufacturers
        • 2.5.3 Mergers & Acquisitions, Expansion

      3 Global AR and VR Production Market Share by Regions

      • 3.1 Global AR and VR Production Market Share by Regions
      • 3.2 Global AR and VR Revenue Market Share by Regions (2014-2019)
      • 3.3 Global AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.4 North America AR and VR Production
        • 3.4.1 North America AR and VR Production Growth Rate (2014-2019)
        • 3.4.2 North America AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.5 Europe AR and VR Production
        • 3.5.1 Europe AR and VR Production Growth Rate (2014-2019)
        • 3.5.2 Europe AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.6 China AR and VR Production (2014-2019)
        • 3.6.1 China AR and VR Production Growth Rate (2014-2019)
        • 3.6.2 China AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.7 Japan AR and VR Production (2014-2019)
        • 3.7.1 Japan AR and VR Production Growth Rate (2014-2019)
        • 3.7.2 Japan AR and VR Production, Revenue, Price and Gross Margin (2014-2019)

      4 Global AR and VR Consumption by Regions

      • 4.1 Global AR and VR Consumption by Regions
      • 4.2 North America AR and VR Consumption (2014-2019)
      • 4.3 Europe AR and VR Consumption (2014-2019)
      • 4.4 China AR and VR Consumption (2014-2019)
      • 4.5 Japan AR and VR Consumption (2014-2019)

      5 Global AR and VR Production, Revenue, Price Trend by Type

      • 5.1 Global AR and VR Production Market Share by Type (2014-2019)
      • 5.2 Global AR and VR Revenue Market Share by Type (2014-2019)
      • 5.3 Global AR and VR Price by Type (2014-2019)
      • 5.4 Global AR and VR Production Growth by Type (2014-2019)

      6 Global AR and VR Market Analysis by Applications

      • 6.1 Global AR and VR Consumption Market Share by Application (2014-2019)
      • 6.2 Global AR and VR Consumption Growth Rate by Application (2014-2019)

      7 Company Profiles and Key Figures in AR and VR Business

      • 7.1 Alphabet
        • 7.1.1 Alphabet AR and VR Production Sites and Area Served
        • 7.1.2 AR and VR Product Introduction, Application and Specification
        • 7.1.3 Alphabet AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.1.4 Main Business and Markets Served
      • 7.2 Samsung
        • 7.2.1 Samsung AR and VR Production Sites and Area Served
        • 7.2.2 AR and VR Product Introduction, Application and Specification
        • 7.2.3 Samsung AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.2.4 Main Business and Markets Served
      • 7.3 Microsoft
        • 7.3.1 Microsoft AR and VR Production Sites and Area Served
        • 7.3.2 AR and VR Product Introduction, Application and Specification
        • 7.3.3 Microsoft AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.3.4 Main Business and Markets Served
      • 7.4 Apple
        • 7.4.1 Apple AR and VR Production Sites and Area Served
        • 7.4.2 AR and VR Product Introduction, Application and Specification
        • 7.4.3 Apple AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.4.4 Main Business and Markets Served
      • 7.5 BMW
        • 7.5.1 BMW AR and VR Production Sites and Area Served
        • 7.5.2 AR and VR Product Introduction, Application and Specification
        • 7.5.3 BMW AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.5.4 Main Business and Markets Served
      • 7.6 Worldviz LLC
        • 7.6.1 Worldviz LLC AR and VR Production Sites and Area Served
        • 7.6.2 AR and VR Product Introduction, Application and Specification
        • 7.6.3 Worldviz LLC AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.6.4 Main Business and Markets Served
      • 7.7 Qualcomm
        • 7.7.1 Qualcomm AR and VR Production Sites and Area Served
        • 7.7.2 AR and VR Product Introduction, Application and Specification
        • 7.7.3 Qualcomm AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.7.4 Main Business and Markets Served
      • 7.8 Atheer
        • 7.8.1 Atheer AR and VR Production Sites and Area Served
        • 7.8.2 AR and VR Product Introduction, Application and Specification
        • 7.8.3 Atheer AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.8.4 Main Business and Markets Served
      • 7.9 Daqri
        • 7.9.1 Daqri AR and VR Production Sites and Area Served
        • 7.9.2 AR and VR Product Introduction, Application and Specification
        • 7.9.3 Daqri AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.9.4 Main Business and Markets Served
      • 7.10 Echopixel
        • 7.10.1 Echopixel AR and VR Production Sites and Area Served
        • 7.10.2 AR and VR Product Introduction, Application and Specification
        • 7.10.3 Echopixel AR and VR Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.10.4 Main Business and Markets Served

      8 AR and VR Manufacturing Cost Analysis

      • 8.1 AR and VR Key Raw Materials Analysis
        • 8.1.1 Key Raw Materials
        • 8.1.2 Price Trend of Key Raw Materials
        • 8.1.3 Key Suppliers of Raw Materials
      • 8.2 Proportion of Manufacturing Cost Structure
      • 8.3 Manufacturing Process Analysis of AR and VR
      • 8.4 AR and VR Industrial Chain Analysis

      9 Marketing Channel, Distributors and Customers

      • 9.1 Marketing Channel
        • 9.1.1 Direct Marketing
        • 9.1.2 Indirect Marketing
      • 9.2 AR and VR Distributors List
      • 9.3 AR and VR Customers

      10 Market Dynamics

      • 10.1 Market Trends
      • 10.2 Opportunities
      • 10.3 Market Drivers
      • 10.4 Challenges
      • 10.5 Influence Factors

      11 Global AR and VR Market Forecast

      • 11.1 Global AR and VR Production, Revenue Forecast
        • 11.1.1 Global AR and VR Production Growth Rate Forecast (2019-2025)
        • 11.1.2 Global AR and VR Revenue and Growth Rate Forecast (2019-2025)
        • 11.1.3 Global AR and VR Price and Trend Forecast (2019-2025)
      • 11.2 Global AR and VR Production Forecast by Regions (2019-2025)
        • 11.2.1 North America AR and VR Production, Revenue Forecast (2019-2025)
        • 11.2.2 Europe AR and VR Production, Revenue Forecast (2019-2025)
        • 11.2.3 China AR and VR Production, Revenue Forecast (2019-2025)
        • 11.2.4 Japan AR and VR Production, Revenue Forecast (2019-2025)
      • 11.3 Global AR and VR Consumption Forecast by Regions (2019-2025)
        • 11.3.1 North America AR and VR Consumption Forecast (2019-2025)
        • 11.3.2 Europe AR and VR Consumption Forecast (2019-2025)
        • 11.3.3 China AR and VR Consumption Forecast (2019-2025)
        • 11.3.4 Japan AR and VR Consumption Forecast (2019-2025)
      • 11.4 Global AR and VR Production, Revenue and Price Forecast by Type (2019-2025)
      • 11.5 Global AR and VR Consumption Forecast by Application (2019-2025)

      12 Research Findings and Conclusion

        13 Methodology and Data Source

        • 13.1 Methodology/Research Approach
          • 13.1.1 Research Programs/Design
          • 13.1.2 Market Size Estimation
          • 13.1.3 Market Breakdown and Data Triangulation
        • 13.2 Data Source
          • 13.2.1 Secondary Sources
          • 13.2.2 Primary Sources
        • 13.3 Author List

        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 is expected to reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
        This report focuses on AR and VR volume and value at global level, regional level and company level. From a global perspective, this report represents overall AR and VR market size by analyzing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan.
        At company level, this report focuses on the production capacity, ex-factory price, revenue and market share for each manufacturer covered in this report.

        The following manufacturers are covered:
        Alphabet
        Samsung
        Microsoft
        Apple
        BMW
        Worldviz LLC
        Qualcomm
        Atheer
        Daqri
        Echopixel

        Segment by Regions
        North America
        Europe
        China
        Japan

        Segment by Type
        Software
        Service

        Segment by Application
        Aerospace & Defense
        Gaming
        Medicine
        E-Commerce
        Education
        Art & Entertainment
        Business
        Emergency Services
        Others

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