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Global Augmented Reality and Virtual Reality Apps Market Research Report 2012-2024

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Table of Contents

    1 Market Overview

    • 1.1 Objectives of Research
      • 1.1.1 Definition
      • 1.1.2 Specifications
    • 1.2 Market Segment
      • 1.2.1 by Type
        • 1.2.1.1 For Non-Immersive Systems
        • 1.2.1.2 For Semi-Immersive Projection Systems
        • 1.2.1.3 For Fully Immersive Head-Mounted Systems
      • 1.2.2 by Application
        • 1.2.2.1 Education and training
        • 1.2.2.2 Video Game
        • 1.2.2.3 Media
        • 1.2.2.4 Tourism
        • 1.2.2.5 Social Media
        • 1.2.2.6 Others
      • 1.2.3 by Regions

    2 Industry Chain

    • 2.1 Industry Chain Structure
    • 2.2 Upstream
    • 2.3 Market
      • 2.3.1 SWOT
      • 2.3.2 Dynamics

    3 Environmental Analysis

    • 3.1 Policy
    • 3.2 Economic
    • 3.3 Technology
    • 3.4 Market Entry

    4 Market Segmentation by Type

    • 4.1 Market Size
      • 4.1.1 For Non-Immersive Systems Market, 2013-2018
      • 4.1.2 For Semi-Immersive Projection Systems Market, 2013-2018
      • 4.1.3 For Fully Immersive Head-Mounted Systems Market, 2013-2018
    • 4.2 Market Forecast
      • 4.2.1 For Non-Immersive Systems Market Forecast, 2019-2024
      • 4.2.2 For Semi-Immersive Projection Systems Market Forecast, 2019-2024
      • 4.2.3 For Fully Immersive Head-Mounted Systems Market Forecast, 2019-2024

    5 Market Segmentation by Application

    • 5.1 Market Size
      • 5.1.1 Education and training Market, 2013-2018
      • 5.1.2 Video Game Market, 2013-2018
      • 5.1.3 Media Market, 2013-2018
      • 5.1.4 Tourism Market, 2013-2018
      • 5.1.5 Social Media Market, 2013-2018
      • 5.1.6 Others Market, 2013-2018
    • 5.2 Market Forecast
      • 5.2.1 Education and training Market Forecast, 2019-2024
      • 5.2.2 Video Game Market Forecast, 2019-2024
      • 5.2.3 Media Market Forecast, 2019-2024
      • 5.2.4 Tourism Market Forecast, 2019-2024
      • 5.2.5 Social Media Market Forecast, 2019-2024
      • 5.2.6 Others Market Forecast, 2019-2024

    6 Market Segmentation by Region

    • 6.1 Market Size
      • 6.1.1 Asia-Pacific
        • 6.1.1.1 Asia-Pacific Market, 2012-2018
        • 6.1.1.2 Asia-Pacific Market by Type
        • 6.1.1.3 Asia-Pacific Market by Application
      • 6.1.2 North America
        • 6.1.2.1 North America Market, 2012-2018
        • 6.1.2.2 North America Market by Type
        • 6.1.2.3 North America Market by Application
      • 6.1.3 Europe
        • 6.1.3.1 Europe Market, 2012-2018
        • 6.1.3.2 Europe Market by Type
        • 6.1.3.3 Europe Market by Application
      • 6.1.4 South America
        • 6.1.4.1 South America Market, 2012-2018
        • 6.1.4.2 South America Market by Type
        • 6.1.4.3 South America Market by Application
      • 6.1.5 Middle East & Africa
        • 6.1.5.1 Middle East & Africa Market, 2012-2018
        • 6.1.5.2 Middle East & Africa Market by Type
        • 6.1.5.3 Middle East & Africa Market by Application
    • 6.2 Market Forecast
      • 6.2.1 Asia-Pacific Market Forecast, 2019-2024
      • 6.2.2 North America Market Forecast, 2019-2024
      • 6.2.3 Europe Market Forecast, 2019-2024
      • 6.2.4 South America Market Forecast, 2019-2024
      • 6.2.5 Middle East & Africa Market Forecast, 2019-2024

    7 Market Competitive

    • 7.1 Global Market by Vendors
    • 7.2 Market Concentration
    • 7.3 Price & Factors
    • 7.4 Marketing Channel

    8 Major Vendors

    • 8.1 Augmented Pixels
    • 8.2 Aurasma
    • 8.3 Blippar
    • 8.4 Catchoom
    • 8.5 DAQRI
    • 8.6 Wikitude
    • 8.7 AR Circuits
    • 8.8 SkyView
    • 8.9 Anatomy 4D
    • 8.10 Blippar
    • 8.11 BuildAR.com
    • 8.12 Virtals
    • 8.13 EON Reality Inc.
    • 8.14 Google
    • 8.15 Zappar
    • 8.16 Wikitude
    • 8.17 Reza Mohammady
    • 8.18 Here

    9 Conclusion

    Summary
    The global Augmented Reality and Virtual Reality Apps market will reach xxx Million USD in 2019 with CAGR xx% 2019-2024. The objective of report is to define, segment, and project the market on the basis of product type, application, and region, and to describe the content about the factors influencing market dynamics, policy, economic, technology and market entry etc.
    Based on products type, the report describes major products type share of regional market. Products mentioned as follows:
    For Non-Immersive Systems 
    For Semi-Immersive Projection Systems 
    For Fully Immersive Head-Mounted Systems
    Leading vendors in the market are included based on profile, business performance etc. Vendors mentioned as follows:
    Augmented Pixels 
    Aurasma 
    Blippar 
    Catchoom 
    DAQRI 
    Wikitude 
    AR Circuits 
    SkyView 
    Anatomy 4D 
    Blippar 
    BuildAR.com 
    Virtals 
    EON Reality Inc. 
    Google 
    Zappar 
    Wikitude 
    Reza Mohammady 
    Here
    Based on Application, the report describes major application share of regional market. Application mentioned as follows:
    Education and training 
    Video Game 
    Media 
    Tourism 
    Social Media 
    Others
    Based on region, the report describes major regions market by products and application. Regions mentioned as follows:
    Asia-Pacific
    North America
    Europe
    South America
    Middle East & Africa

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