Global Augmented Reality and Virtual Reality Component Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

  • receipt Report ID : 150364
  • calendar_today Published On: Apr, 2019
  • file_copy Pages: 136
  • list Business Services

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 firsthand, primarily by stimulating their vision and hearing.

Scope of the Report:

Geographically, North America dominated the augmented & virtual reality component market driven by higher penetration, demand, consumption and popularity of AR & VR technology in day to day life of its residents.

The global Augmented Reality and Virtual Reality Component market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Augmented Reality and Virtual Reality Component.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

This report studies the Augmented Reality and Virtual Reality Component market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Augmented Reality and Virtual Reality Component market by product type and applications/end industries.

Market Segment by Companies, this report covers

Blippar

Daqri

Eon Reality

Google

Himax Technologies

Intel

Magic Leap

Meta

Microsoft

Facebook

Osterhout Design Group (ODG)

PTC

Samsung Electronics

Sony

Vuzix

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

Hardware

Software

Market Segment by Applications, can be divided into

Consumer

Aerospace & Defense

Medical

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

Table of Contents

1 Augmented Reality and Virtual Reality Component Market Overview

1.1 Product Overview and Scope of Augmented Reality and Virtual Reality Component

1.2 Classification of Augmented Reality and Virtual Reality Component by Types

1.2.1 Global Augmented Reality and Virtual Reality Component Revenue Comparison by Types (2017-2023)

1.2.2 Global Augmented Reality and Virtual Reality Component Revenue Market Share by Types in 2017

1.2.3 Hardware

1.2.4 Software

1.3 Global Augmented Reality and Virtual Reality Component Market by Application

1.3.1 Global Augmented Reality and Virtual Reality Component Market Size and Market Share Comparison by Applications (2013-2023)

1.3.2 Consumer

1.3.3 Aerospace & Defense

1.3.4 Medical

1.4 Global Augmented Reality and Virtual Reality Component Market by Regions

1.4.1 Global Augmented Reality and Virtual Reality Component Market Size (Million USD) Comparison by Regions (2013-2023)

1.4.1 North America (USA, Canada and Mexico) Augmented Reality and Virtual Reality Component Status and Prospect (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy) Augmented Reality and Virtual Reality Component Status and Prospect (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Augmented Reality and Virtual Reality Component Status and Prospect (2013-2023)

1.4.4 South America (Brazil, Argentina, Colombia) Augmented Reality and Virtual Reality Component Status and Prospect (2013-2023)

1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Augmented Reality and Virtual Reality Component Status and Prospect (2013-2023)

1.5 Global Market Size of Augmented Reality and Virtual Reality Component (2013-2023)

2 Manufacturers Profiles

2.1 Blippar

2.1.1 Business Overview

2.1.2 Augmented Reality and Virtual Reality Component Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 Blippar Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.2 Daqri

2.2.1 Business Overview

2.2.2 Augmented Reality and Virtual Reality Component Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Daqri Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.3 Eon Reality

2.3.1 Business Overview

2.3.2 Augmented Reality and Virtual Reality Component Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Eon Reality Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.4 Google

2.4.1 Business Overview

2.4.2 Augmented Reality and Virtual Reality Component Type and Applications

2.4.2.1 Product A

2.4.2.2 Product B

2.4.3 Google Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.5 Himax Technologies

2.5.1 Business Overview

2.5.2 Augmented Reality and Virtual Reality Component Type and Applications

2.5.2.1 Product A

2.5.2.2 Product B

2.5.3 Himax Technologies Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.6 Intel

2.6.1 Business Overview

2.6.2 Augmented Reality and Virtual Reality Component Type and Applications

2.6.2.1 Product A

2.6.2.2 Product B

2.6.3 Intel Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.7 Magic Leap

2.7.1 Business Overview

2.7.2 Augmented Reality and Virtual Reality Component Type and Applications

2.7.2.1 Product A

2.7.2.2 Product B

2.7.3 Magic Leap Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.8 Meta

2.8.1 Business Overview

2.8.2 Augmented Reality and Virtual Reality Component Type and Applications

2.8.2.1 Product A

2.8.2.2 Product B

2.8.3 Meta Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.9 Microsoft

2.9.1 Business Overview

2.9.2 Augmented Reality and Virtual Reality Component Type and Applications

2.9.2.1 Product A

2.9.2.2 Product B

2.9.3 Microsoft Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.10 Facebook

2.10.1 Business Overview

2.10.2 Augmented Reality and Virtual Reality Component Type and Applications

2.10.2.1 Product A

2.10.2.2 Product B

2.10.3 Facebook Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.11 Osterhout Design Group (ODG)

2.11.1 Business Overview

2.11.2 Augmented Reality and Virtual Reality Component Type and Applications

2.11.2.1 Product A

2.11.2.2 Product B

2.11.3 Osterhout Design Group (ODG) Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.12 PTC

2.12.1 Business Overview

2.12.2 Augmented Reality and Virtual Reality Component Type and Applications

2.12.2.1 Product A

2.12.2.2 Product B

2.12.3 PTC Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.13 Samsung Electronics

2.13.1 Business Overview

2.13.2 Augmented Reality and Virtual Reality Component Type and Applications

2.13.2.1 Product A

2.13.2.2 Product B

2.13.3 Samsung Electronics Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.14 Sony

2.14.1 Business Overview

2.14.2 Augmented Reality and Virtual Reality Component Type and Applications

2.14.2.1 Product A

2.14.2.2 Product B

2.14.3 Sony Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

2.15 Vuzix

2.15.1 Business Overview

2.15.2 Augmented Reality and Virtual Reality Component Type and Applications

2.15.2.1 Product A

2.15.2.2 Product B

2.15.3 Vuzix Augmented Reality and Virtual Reality Component Revenue, Gross Margin and Market Share (2016-2017)

3 Global Augmented Reality and Virtual Reality Component Market Competition, by Players

3.1 Global Augmented Reality and Virtual Reality Component Revenue and Share by Players (2013-2018)

3.2 Market Concentration Rate

3.2.1 Top 5 Augmented Reality and Virtual Reality Component Players Market Share

3.2.2 Top 10 Augmented Reality and Virtual Reality Component Players Market Share

3.3 Market Competition Trend

4 Global Augmented Reality and Virtual Reality Component Market Size by Regions

4.1 Global Augmented Reality and Virtual Reality Component Revenue and Market Share by Regions

4.2 North America Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

4.3 Europe Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

4.5 South America Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

5 North America Augmented Reality and Virtual Reality Component Revenue by Countries

5.1 North America Augmented Reality and Virtual Reality Component Revenue by Countries (2013-2018)

5.2 USA Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

5.3 Canada Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

5.4 Mexico Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

6 Europe Augmented Reality and Virtual Reality Component Revenue by Countries

6.1 Europe Augmented Reality and Virtual Reality Component Revenue by Countries (2013-2018)

6.2 Germany Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

6.3 UK Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

6.4 France Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

6.5 Russia Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

6.6 Italy Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

7 Asia-Pacific Augmented Reality and Virtual Reality Component Revenue by Countries

7.1 Asia-Pacific Augmented Reality and Virtual Reality Component Revenue by Countries (2013-2018)

7.2 China Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

7.3 Japan Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

7.4 Korea Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

7.5 India Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

7.6 Southeast Asia Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

8 South America Augmented Reality and Virtual Reality Component Revenue by Countries

8.1 South America Augmented Reality and Virtual Reality Component Revenue by Countries (2013-2018)

8.2 Brazil Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

8.3 Argentina Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

8.4 Colombia Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

9 Middle East and Africa Revenue Augmented Reality and Virtual Reality Component by Countries

9.1 Middle East and Africa Augmented Reality and Virtual Reality Component Revenue by Countries (2013-2018)

9.2 Saudi Arabia Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

9.3 UAE Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

9.4 Egypt Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

9.5 Nigeria Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

9.6 South Africa Augmented Reality and Virtual Reality Component Revenue and Growth Rate (2013-2018)

10 Global Augmented Reality and Virtual Reality Component Market Segment by Type

10.1 Global Augmented Reality and Virtual Reality Component Revenue and Market Share by Type (2013-2018)

10.2 Global Augmented Reality and Virtual Reality Component Market Forecast by Type (2018-2023)

10.3 Hardware Revenue Growth Rate (2013-2023)

10.4 Software Revenue Growth Rate (2013-2023)

11 Global Augmented Reality and Virtual Reality Component Market Segment by Application

11.1 Global Augmented Reality and Virtual Reality Component Revenue Market Share by Application (2013-2018)

11.2 Augmented Reality and Virtual Reality Component Market Forecast by Application (2018-2023)

11.3 Consumer Revenue Growth (2013-2018)

11.4 Aerospace & Defense Revenue Growth (2013-2018)

11.5 Medical Revenue Growth (2013-2018)

12 Global Augmented Reality and Virtual Reality Component Market Size Forecast (2018-2023)

12.1 Global Augmented Reality and Virtual Reality Component Market Size Forecast (2018-2023)

12.2 Global Augmented Reality and Virtual Reality Component Market Forecast by Regions (2018-2023)

12.3 North America Augmented Reality and Virtual Reality Component Revenue Market Forecast (2018-2023)

12.4 Europe Augmented Reality and Virtual Reality Component Revenue Market Forecast (2018-2023)

12.5 Asia-Pacific Augmented Reality and Virtual Reality Component Revenue Market Forecast (2018-2023)

12.6 South America Augmented Reality and Virtual Reality Component Revenue Market Forecast (2018-2023)

12.7 Middle East and Africa Augmented Reality and Virtual Reality Component Revenue Market Forecast (2018-2023)

13 Research Findings and Conclusion

14 Appendix

14.1 Methodology

14.2 Data Source

List of Tables and Figures

Figure Augmented Reality and Virtual Reality Component Picture

Table Product Specifications of Augmented Reality and Virtual Reality Component

Table Global Augmented Realit

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