Augmented Reality and Virtual Reality Market by Device Type (HMD, HUD, Handheld Device, Gesture Tracking, Projector and Display Wall), Component (Sensor, Display, Camera, and Software), Vertical, and Geography - Global Forecast to 2022

 Published On: May, 2016 |    No of Pages: 259 |  Published By: MarketsandMarkets | Format: PDF
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The global augmented reality market was valued at USD 2.35 billion in 2015 and is estimated to reach USD 117.40 billion by 2022, at a CAGR of 75.72% between 2016 and 2022. The market for virtual reality technology was valued at USD 1.37 billion in 2015 and is projected to reach USD 33.90 million by 2022, at a CAGR of 57.84% between 2016 and 2022. The virtual reality technology comprises 3D artificial environment, in which a user can interact with the virtual world. This technology is used in various applications such as gaming, entertainment, and for simulation and training purposes in aerospace & defense, medical, industrial, commercial, and consumer verticals. The estimated growth rate of AR technology is higher than VR technology due to the interest shown by many established players.

Increased adoption of HMDs for gaming, entertainment, and medical among other applications would contribute to the growth of the AR and VR market

The increased use of HMDs in the AR and VR market is due to growing gaming and entertainment sectors. The market for HMDs is growing gradually with their increasing use in the gaming application. Companies such as Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd. (South Korea), and Microsoft Corporation (U.S.) are developing HMD devices that are technologically advanced and cost effective. Apart from HMDs, gesture tracking devices, projectors, and display walls are also used in various VR applications for simulation and training purposes.

Augmented reality-based HMDs are used for various purposes in automotive, tourism, military, gaming and education among others. The huge adoption of mobile augmented reality would help in the dynamic growth of this market. Also, the growing investments by the large tech companies would be a driving factor.

Breakdown of profile of primary participants:

• By Company Type: Tier 1 - 35%, Tier 2 - 45%, and Tier 3 - 20%
• By Designation: C-Level - 35%, Directors - 25%, and Others - 40%
• By Region: North America - 45%, APAC - 20%, Europe - 30%, and RoW - 5%

The major key players offering various products in the augmented reality and virtual reality market include Google, Inc. (U.S.), Oculus VR LLC (U.S.), Microsoft Corporation (U.S.), Samsung Electronics Co. Ltd. (South Korea), Qualcomm Inc. (U.S.), Infinity Augmented Reality Inc. (Israel), Blippar.Com Limited (U.K.), DAQRI LLC (U.K.), Osterhaut Design Group (U.S.), Magic Leap Inc. (U.S.), and Metaio GmbH (U.S.), Meta Company (U.S.), Vuzix Corporation (U.S.), CyberGlove Systems Inc. (U.S.), and Eon Reality Inc. (U.S.).

Reasons to Buy the Report:

• This report includes the market statistics pertaining to technology, component, device type, vertical, and geography, along with their respective revenue.
• The Porter’s five forces framework has been utilized along with the value chain analysis to provide an in-depth insight into the augmented reality and virtual reality market.
• Major drivers, restraints, challenges, and opportunities for the augmented reality and virtual reality market have been detailed in this report.
• Illustrative segmentation, analysis, and forecast for markets based on technology, component, device type, vertical, and geography have been conducted to give an overall view of the augmented reality and virtual reality market.
• A detailed competitive landscape includes key players, in-depth analysis, and revenue of key players.

TABLE OF CONTENTS

1 INTRODUCTION 20
1.1 OBJECTIVES OF THE STUDY 20
1.2 MARKET DEFINITION 20
1.3 SCOPE OF THE STUDY 21
1.3.1 MARKETS COVERED 21
1.3.2 YEARS CONSIDERED FOR THE STUDY 23
1.4 CURRENCY 23
1.5 LIMITATIONS 23
1.6 STAKEHOLDERS 24

2 RESEARCH METHODOLOGY 25
2.1 RESEARCH DATA 25
2.1.1 SECONDARY DATA 27
2.1.1.1 Key data from secondary sources 27
2.1.2 PRIMARY DATA 28
2.1.2.1 Key data from primary sources 28
2.1.2.2 Key industry insights 29
2.1.2.3 Breakdown of primary interviews 29
2.2 MARKET SIZE ESTIMATION 30
2.2.1 BOTTOM-UP APPROACH 30
2.2.2 TOP-DOWN APPROACH 31
2.3 DATA TRIANGULATION 32
2.4 RESEARCH ASSUMPTIONS 33

3 EXECUTIVE SUMMARY 34

4 PREMIUM INSIGHTS 41
4.1 AUGMENTED REALITY MARKET, 2016–2022 (USD BILLION) 41
4.2 AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT 41
4.3 AUGMENTED REALITY MARKET, BY DEVICE TYPE 42
4.4 APAC EXPECTED TO EMERGE AS A FAST-GROWING AUGMENTED REALITY MARKET BETWEEN 2016 AND 2022 42
4.5 VIRTUAL REALITY MARKET, 2016–2022 (USD BILLION) 43
4.6 VIRTUAL REALITY MARKET IN ASIA-PACIFIC 43
4.7 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2015 AND 2022 (USD MILLION) 44
4.8 VIRTUAL REALITY MARKET: CONSUMER AND COMMERCIAL VERTICALS (2015) 44

5 MARKET OVERVIEW 45
5.1 INTRODUCTION 46
5.2 MARKET SEGMENTATION 46
5.2.1 VIRTUAL REALITY MARKET, BY TECHNOLOGY 46
5.2.2 AUGMENTED REALITY MARKET, BY COMPONENT 46
5.2.3 VIRTUAL REALITY MARKET, BY COMPONENT 46
5.2.4 AUGMENTED REALITY MARKET, BY VERTICAL 47
5.2.5 VIRTUAL REALITY MARKET, BY VERTICAL 47
5.2.6 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY 48
5.3 MARKET DYNAMICS: AUGMENTED REALITY MARKET 49
5.3.1 DRIVERS 50
5.3.1.1 Increasing demand for AR-based software applications and hardware devices for 3D visualization in medical sectors 50
5.3.1.2 Growing interest of large tech companies in augmented reality 50
5.3.1.3 Increase in the demand for AR from e-commerce and retail sectors 50
5.3.2 RESTRAINTS 51
5.3.2.1 Development of AR technology dependent on innovations in computing and digital network systems 51
5.3.2.2 Limited user interface affecting the navigation performance of augmented reality applications 51
5.3.2.3 Limited processing power, less storage, and restricted size of storage devices 52
5.3.3 OPPORTUNITIES 52
5.3.3.1 Rising investments in the augmented reality market 52
5.3.3.2 Increasing demand for AR devices and apps in tourism and medical sectors 53
5.3.4 CHALLENGES 54
5.3.4.1 Low adoption due to privacy issues and complexities in the design 54
5.3.4.2 Reconfiguration of AR applications for different platforms 54
5.4 MARKET DYNAMICS: VIRTUAL REALITY MARKET 55
5.4.1 DRIVERS 56
5.4.1.1 Penetration of head-mounted displays (HMDs) in gaming and entertainment sectors 56
5.4.1.2 Affordable prices of displays and other hardware components in HMDs 56
5.4.2 RESTRAINTS 57
5.4.2.1 Display latency and energy consumption affect the overall performance of virtual reality devices 57
5.4.2.2 Low resolution and related health concerns 57
5.4.3 OPPORTUNITIES 58
5.4.3.1 Increasing investment pouring in the virtual reality market 58
5.4.3.2 Opportunities in medical and healthcare for the penetration of head-mounted displays 58
5.4.3.3 Opportunities in architecture and design 59
5.4.4 CHALLENGES 60
5.4.4.1 Developing user-friendly virtual reality and tracking systems 60

6 INDUSTRY TRENDS 61
6.1 INTRODUCTION 61
6.2 VALUE CHAIN ANALYSIS: AUGMENTED REALITY AND VIRTUAL REALITY 61
6.3 KEY TRENDS IN THE AUGMENTED REALITY MARKET 62
6.4 KEY TRENDS IN THE VIRTUAL REALITY MARKET 63
6.5 PORTER’S FIVE FORCES ANALYSIS 65
6.5.1 PORTER’S FIVE FORCES ANALYSIS OF THE AUGMENTED REALITY MARKET 65
6.5.1.1 Bargaining power of suppliers 67
6.5.1.2 Bargaining power of buyers 68
6.5.1.3 Threat of new entrants 69
6.5.1.4 Threat of substitutes 70
6.5.1.5 Intensity of rivalry 71
6.5.2 PORTER’S FIVE FORCES ANALYSIS OF VIRTUAL REALITY MARKET 72
6.5.2.1 Bargaining power of suppliers 74
6.5.2.2 Bargaining power of buyers 75
6.5.2.3 Threat of new entrants 76
6.5.2.4 Threat of substitutes 77
6.5.2.5 Intensity of rivalry 78

7 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 79
7.1 INTRODUCTION 80
7.2 AUGMENTED REALITY TECHNOLOGY 80
7.2.1 MARKER-BASED AUGMENTED REALITY 80
7.2.1.1 Passive Marker 81
7.2.1.2 Active Marker 81
7.2.2 MARKERLESS AUGMENTED REALITY 81
7.2.2.1 Model-based tracking 81
7.2.2.2 Image processing-based 81
7.3 VIRTUAL REALITY TECHNOLOGY 82
7.3.1 NON-IMMERSIVE TECHNOLOGY 83
7.3.2 SEMI-IMMERSIVE & FULLY-IMMERSIVE TECHNOLOGIES 83

8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE 85
8.1 INTRODUCTION 86
8.2 AUGMENTED REALITY DEVICES 86
8.2.1 HEAD-MOUNTED DISPLAYS 87
8.2.2 HEAD-UP DISPLAY (HUD) 88
8.2.3 HANDHELD DEVICE 89
8.3 VIRTUAL REALITY DEVICES 90
8.3.1 HEAD-MOUNTED DISPLAY (HMD) 91
8.3.2 GESTURE CONTROL DEVICE 92
8.3.2.1 Data Gloves 93
8.3.2.2 Others 93
8.3.3 PROJECTOR & DISPLAY WALL 94

9 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY COMPONENT 95
9.1 INTRODUCTION 96
9.2 AUGMENTED REALITY AND VIRTUAL REALITY COMPONENT 96
9.2.1 AUGMENTED REALITY COMPONENT MARKET 96
9.2.2 VIRTUAL REALITY COMPONENT MARKET 98
9.2.3 AUGMENTED REALITY AND VIRTUAL REALITY HARDWARE COMPONENT 99
9.2.3.1 3D camera 99
9.2.3.2 Sensors 100
9.2.3.2.1 Accelerometer 100
9.2.3.2.2 Gyroscope 100
9.2.3.2.3 Magnetometer 101
9.2.3.2.4 Global Positioning Systems 101
9.2.3.2.5 Proximity Sensor 101
9.2.3.3 Semiconductor component 101
9.2.3.3.1 Controller/Processor 101
9.2.3.3.2 Integrated circuits 102
9.2.3.4 Displays 102
9.2.4 AUGMENTED REALITY AND VIRTUAL REALITY SOFTWARE COMPONENT 102
9.2.4.1 Software development kits 103
9.2.4.2 Cloud-based services 103

10 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY VERTICAL 104
10.1 INTRODUCTION 105
10.2 AUGMENTED REALITY APPLICATIONS 105
10.2.1 AEROSPACE AND DEFENSE 106
10.2.2 CONSUMER 109
10.2.2.1 Gaming 112
10.2.2.2 Sports and entertainment 113
10.2.2.2.1 Entertainment Applications 114
10.2.2.2.1.1 Museums (Archeology) 114
10.2.2.2.1.2 Theme parks 114
10.2.2.2.1.3 Art gallery and exhibitions 114
10.2.2.2.1.4 Consumer vertical overall review 115
10.2.3 MEDICAL 115
10.2.3.1 Medical vertical 119
10.2.3.1.1 Surgery 119
10.2.3.1.2 Fitness management 119
10.2.3.1.3 Pharmacy management 119
10.2.3.1.4 Medical training 119
10.2.3.1.5 Medical segment overall review 120
10.2.4 COMMERCIAL 120
10.2.4.1 Tourism 124
10.2.4.2 E-learning 124
10.2.4.3 E-commerce & marketing applications 124
10.2.4.3.1 Beauty (Cosmetics) 125
10.2.4.3.2 Jewel toning 125
10.2.4.3.3 Apparel fitting 125
10.2.4.3.4 Furniture and lighting design 126
10.2.4.3.5 Grocery shopping 126
10.2.4.3.6 Footwear 126
10.2.4.3.7 Real estate 127
10.2.4.3.8 Commercial vertical overall review 127
10.2.5 OTHERS 128
10.2.5.1 Automotive 131
10.2.5.2 Architecture and building design 131
10.2.5.3 Enterprise solutions 132
10.2.5.4 Geospatial mining 132
10.3 VIRTUAL REALITY APPLICATIONS 134
10.3.1 CONSUMER 135
10.3.1.1 Gaming 138
10.3.2 COMMERCIAL 139
10.3.2.1 Fashion 139
10.3.2.2 Advertisement 139
10.3.3 AEROSPACE AND DEFENSE 143
10.3.4 MEDICAL 146
10.3.5 INDUSTRIAL 149
10.3.6 OTHERS 152

11 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY GEOGRAPHY 156
11.1 INTRODUCTION 157
11.2 NORTH AMERICA 160
11.2.1 U.S. 165
11.2.2 CANADA 166
11.2.3 MEXICO 168
11.3 EUROPE 169
11.3.1 U.K. 174
11.3.2 GERMANY 175
11.3.3 FRANCE 177
11.3.4 REST OF EUROPE 179
11.4 ASIA-PACIFIC (APAC) 180
11.4.1 CHINA 184
11.4.2 INDIA 185
11.4.3 SOUTH KOREA 187
11.4.4 JAPAN 188
11.4.5 REST OF APAC 190
11.5 REST OF THE WORLD (ROW) 191
11.5.1 MIDDLE EAST & AFRICA 193
11.5.2 LATIN AMERICA 194

12 COMPETITIVE LANDSCAPE 196
12.1 INTRODUCTION 196
12.2 MARKET RANKING FOR AUGMENTED REALITY AND VIRTUAL REALITY MARKET 197
12.3 COMPETITIVE SCENARIO 200
12.3.1 NEW PRODUCT DEVELOPMENTS: AUGMENTED REALITY AND VIRTUAL REALITY 203
12.3.2 AGREEMENTS, COLLABORATIONS, EXPANSIONS & PARTNERSHIPS 205
12.3.3 MERGERS & ACQUISITIONS 208
12.3.4 OTHERS 209

13 COMPANY PROFILE 211 (Overview, Products and Services, Financials, Strategy & Development)*
13.1 GOOGLE INC. 211
13.2 MICROSOFT CORPORATION 214
13.3 VUZIX CORPORATION 218
13.4 SAMSUNG ELECTRONICS CO., LTD. 221
13.5 QUALCOMM INC. 224
13.6 OCULUS VR, LLC 227
13.7 EON REALITY, INC. 230
13.8 INFINITY AUGMENTED REALITY INC. 233
13.9 MAGIC LEAP, INC. 235
13.10 BLIPPAR INC. 236
13.11 DAQRI LLC 238
13.12 OSTERHOUT DESIGN GROUP (ODG) 240
13.13 METAIO GMBH 242
13.14 META COMPANY 244
13.15 CYBERGLOVE SYSTEMS LLC. 245

*Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.

14 APPENDIX 247
14.1 INSIGHTS FROM INDUSTRY EXPERTS 247
14.2 DISCUSSION GUIDE 248
14.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 252
14.4 INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE 254
14.5 AVAILABLE CUSTOMIZATION 257
14.6 RELATED REPORTS 257

LIST OF TABLES

TABLE 1 GROWING DEMAND IN AUTOMOTIVE AND MEDICAL APPLICATIONS IS A MAJOR DRIVER 51
TABLE 2 DEVICES WITH A LIMITED USER INTERFACE LIKELY TO HINDER THE GROWTH OF THE AR MARKET 52
TABLE 3 HIGH GROWTH POTENTIAL FOR AR THROUGH MOBILE DEVICES IN TOURISM AND MEDICAL SECTORS 53
TABLE 4 PRIVACY-RELATED ISSUES AS WELL AS ILL EFFECTS ON HEALTH DUE TO
THE USE OF AUGMENTED REALITY—MAJOR CHALLENGES FOR MARKET GROWTH 54
TABLE 5 GROWING DEMAND FOR VIRTUAL REALITY IN GAMING AND ENTERTAINMENT SECTORS 57
TABLE 6 DISPLAY LATENCY IS A MAJOR ISSUE RESTRAINING THE GROWTH OF THE VIRTUAL REALITY MARKET 58
TABLE 7 EMERGING APPLICATIONS OF VIRTUAL REALITY PRODUCTS IN HEALTHCARE 59
TABLE 8 TO IDENTIFY THE LEVEL OF DETAIL NECESSARY FOR A USER TO ACCEPT ILLUSION IS A MAJOR CHALLENGE 60
TABLE 9 KEY TRENDS IN THE AUGMENTED REALITY MARKET 63
TABLE 10 KEY TRENDS IN THE VIRTUAL REALITY MARKET 64
TABLE 11 THREAT OF NEW ENTRANTS LIKELY TO HAVE MAXIMUM IMPACT ON THE OVERALL AUGMENTED REALITY MARKET 66
TABLE 12 INTENSITY OF RIVALRY AND BARGAINING POWER OF BUYERS HAD MAJOR IMPACT ON THE OVERALL VIRTUAL REALITY MARKET 72
TABLE 13 VIRTUAL REALITY MARKET SIZE, BY TECHNOLOGY, 2013-2022 (USD MILLION) 84
TABLE 14 SEMI-IMMERSIVE & FULLY-IMMERSIVE VIRTUAL REALITY MARKET SIZE, BY DEVICE, 2013-2022 (USD MILLION) 84
TABLE 15 AUGMENTED REALITY MARKET SIZE, BY DEVICE TYPE, 2013–2022, (USD BILLION) 86
TABLE 16 AUGMENTED REALITY MARKET SIZE FOR HMDS, BY VERTICAL, 2013–2022, (USD BILLION) 87
TABLE 17 AUGMENTED REALITY MARKET SIZE FOR HUDS, BY VERTICAL, 2013–2022, (USD BILLION) 88
TABLE 18 AUGMENTED REALITY MARKET SIZE FOR HANDHELD DEVICES, BY VERTICAL, 2013–2022, (USD BILLION) 89
TABLE 19 VIRTUAL REALITY MARKET SIZE, BY DEVICE TYPE, 2013–2022 (USD MILLION) 90
TABLE 20 VIRTUAL REALITY MARKET SIZE FOR HMDS, BY VERTICAL, 2013–2022 (USD MILLION) 91
TABLE 21 VIRTUAL REALITY MARKET SIZE FOR GESTURE CONTROL DEVICES, BY VERTICAL, 2013–2022 (USD MILLION) 92
TABLE 22 VIRTUAL REALITY MARKET SIZE FOR GESTURE CONTROL DEVICES, BY TYPE, 2013–2022 (USD MILLION) 93
TABLE 23 VIRTUAL REALITY MARKET SIZE FOR PROJECTORS & DISPLAY WALLS, BY VERTICAL, 2013–2022 (USD MILLION) 94
TABLE 24 AUGMENTED REALITY MARKET SIZE, BY COMPONENT, 2013–2022 (USD BILLION) 97
TABLE 25 AUGMENTED REALITY MARKET SIZE, BY HARDWARE, 2013–2022, (USD BILLION) 97
TABLE 26 VIRTUAL REALITY MARKET SIZE, BY COMPONENT, 2013–2022 (USD BILLION) 98
TABLE 27 VIRTUAL REALITY SOFTWARE MARKET SIZE, BY TECHNOLOGY, 2013–2022 (USD MILLION) 99
TABLE 28 GLOBAL AUGMENTED REALITY MARKET SIZE, BY VERTICAL, 2013–2022 (USD BILLION) 105
TABLE 29 GLOBAL AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL, BY DEVICE TYPE, 2013–2022 (USD BILLION) 106
TABLE 30 GLOBAL AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL, BY REGION, 2013–2022 (USD BILLION) 107
TABLE 31 AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 107
TABLE 32 AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 108
TABLE 33 AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 108
TABLE 34 AUGMENTED REALITY MARKET SIZE FOR AEROSPACE AND DEFENSE SECTOR IN ROW, BY REGION, 2013–2022 (USD MILLION) 109
TABLE 35 AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY DEVICE TYPE, 2013–2022 (USD BILLION) 109
TABLE 36 AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY REGION, 2013–2022 (USD BILLION) 110
TABLE 37 AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD BILLION) 110
TABLE 38 AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD BILLION) 111
TABLE 39 AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD BILLION) 111
TABLE 40 AUGMENTED REALITY MARKET SIZE FOR CONSUMER VERTICAL IN ROW, BY REGION, 2013–2022 (USD MILLION) 112
TABLE 41 GLOBAL AUGMENTED REALITY MARKET FOR CONSUMER VERTICAL, BY APPLICATION, 2013–2022 (USD BILLION) 113
TABLE 42 AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY DEVICE TYPE, 2013–2022 (USD MILLION) 116
TABLE 43 AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY REGION, 2013–2022 (USD MILLION) 116
TABLE 44 AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 117
TABLE 45 AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 117
TABLE 46 AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 118
TABLE 47 AUGMENTED REALITY MARKET SIZE FOR MEDICAL VERTICAL IN ROW, BY REGION, 2013–2022, (USD MILLION) 118
TABLE 48 AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY DEVICE TYPE, 2013–2022, (USD MILLION) 120
TABLE 49 AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY REGION, 2013–2022 (USD BILLION) 121
TABLE 50 AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 121
TABLE 51 AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 122
TABLE 52 AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 123
TABLE 53 AUGMENTED REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN ROW, BY REGION, 2013–2022 (USD MILLION) 123
TABLE 54 AUGMENTED REALITY MARKET FOR COMMERCIAL VERTICAL, BY APPLICATION, 2013–2022 (USD BILLION) 127
TABLE 55 AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS, BY DEVICE TYPE, 2013–2022 (USD BILLION) 128
TABLE 56 AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS, BY REGION, 2013–2022 (USD BILLION) 128
TABLE 57 AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 129
TABLE 58 AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN EUROPE, BY COUNTRY, 2013–2022, (USD MILLION) 129
TABLE 59 AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN APAC, BY COUNTRY, 2013–2022, (USD MILLION) 130
TABLE 60 AUGMENTED REALITY MARKET SIZE FOR OTHER VERTICALS IN ROW, BY REGION, 2013–2022 (USD MILLION) 130
TABLE 61 GLOBAL AUGMENTED REALITY MARKET FOR OTHER VERTICAL, BY APPLICATION, 2013–2022, (USD MILLION) 133
TABLE 62 VIRTUAL REALITY MARKET SIZE, BY VERTICAL, 2013–2022 (USD MILLION) 134
TABLE 63 VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY DEVICE TYPE, 2013–2022 (USD MILLION) 135
TABLE 64 VIRTUAL REALITY MARKET SIZE FOR CONSUMER SECTOR, BY REGION, 2013–2022 (USD MILLION) 136
TABLE 65 VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 136
TABLE 66 VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 137
TABLE 67 VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 137
TABLE 68 ROW: VIRTUAL REALITY MARKET SIZE FOR CONSUMER SECTOR, BY REGION, 2013–2022 (USD MILLION) 138
TABLE 69 VIRTUAL REALITY MARKET SIZE FOR CONSUMER VERTICAL, BY APPLICATION, 2013–2022 (USD MILLION) 138
TABLE 70 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY DEVICE TYPE, 2013–2022 (USD MILLION) 139
TABLE 71 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, 2013–2022 (USD MILLION) 140
TABLE 72 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL, BY REGION, 2013–2022 (USD MILLION) 140
TABLE 73 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 141
TABLE 74 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 141
TABLE 75 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 142
TABLE 76 VIRTUAL REALITY MARKET SIZE FOR COMMERCIAL VERTICAL IN ROW, BY REGION, 2013–2022 (USD MILLION) 142
TABLE 77 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL, BY DEVICE TYPE, 2013–2022 (USD MILLION) 143
TABLE 78 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL, BY REGION, 2013–2022 (USD MILLION) 143
TABLE 79 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 144
TABLE 80 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 144
TABLE 81 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 145
TABLE 82 VIRTUAL REALITY MARKET SIZE FOR AEROSPACE & DEFENSE VERTICAL IN ROW, BY REGION, 2013–2022 (USD MILLION) 145
TABLE 83 VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY DEVICE TYPE, 2013–2022 (USD MILLION) 146
TABLE 84 VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL, BY REGION, 2013–2022 (USD MILLION) 147
TABLE 85 VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 147
TABLE 86 VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 148
TABLE 87 VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 148
TABLE 88 VIRTUAL REALITY MARKET SIZE FOR MEDICAL VERTICAL IN ROW, BY REGION, 2013–2022 (USD MILLION) 149
TABLE 89 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL, BY DEVICE TYPE, 2013–2022 (USD MILLION) 149
TABLE 90 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL, BY REGION, 2013–2022 (USD MILLION) 150
TABLE 91 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 150
TABLE 92 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 151
TABLE 93 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 151
TABLE 94 VIRTUAL REALITY MARKET SIZE FOR INDUSTRIAL VERTICAL IN ROW, BY REGION, 2013–2022 (USD MILLION) 152
TABLE 95 VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS, BY DEVICE TYPE, 2013–2022 (USD MILLION) 152
TABLE 96 VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS, BY REGION, 2013–2022 (USD MILLION) 153
TABLE 97 VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 153
TABLE 98 VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 154
TABLE 99 VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 154
TABLE 100 VIRTUAL REALITY MARKET SIZE FOR OTHER VERTICALS IN ROW, BY REGION, 2013–2022 (USD MILLION) 155
TABLE 101 AUGMENTED REALITY MARKET, BY REGION, 2013–2022 (USD BILLION) 159
TABLE 102 VIRTUAL REALITY MARKET, BY REGION, 2013–2022 (USD BILLION) 160
TABLE 103 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY VERTICAL, 2013–2022 (USD BILLION) 163
TABLE 104 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY VERTICAL, 2013–2022 (USD MILLION) 163
TABLE 105 AUGMENTED REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD BILLION) 164
TABLE 106 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 164
TABLE 107 AUGMENTED REALITY MARKET IN THE U.S., BY VERTICAL, 2013–2022 (USD BILLION) 165
TABLE 108 VIRTUAL REALITY MARKET IN THE U.S., BY VERTICAL, 2013–2022 (USD MILLION) 166
TABLE 109 AUGMENTED REALITY MARKET IN CANADA, BY VERTICAL, 2013–2022 (USD MILLION) 166
TABLE 110 VIRTUAL REALITY MARKET IN CANADA, BY VERTICAL, 2013–2022 (USD MILLION) 167
TABLE 111 AUGMENTED REALITY MARKET IN MEXICO, BY VERTICAL, 2013–2022 (USD MILLION) 168
TABLE 112 VIRTUAL REALITY MARKET IN MEXICO, BY VERTICAL, 2013–2022 (USD MILLION) 168
TABLE 113 AUGMENTED REALITY MARKET IN EUROPE, BY VERTICAL, 2013–2022 (USD BILLION) 172
TABLE 114 VIRTUAL REALITY MARKET IN EUROPE, BY VERTICAL, 2013–2022 (USD MILLION) 172
TABLE 115 AUGMENTED REALITY MARKET IN EUROPE, BY COUNTRY, 2013–2022 (USD BILLION) 173
TABLE 116 VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 173
TABLE 117 AUGMENTED REALITY MARKET IN THE U.K., BY VERTICAL, 2013–2022 (USD MILLION) 174
TABLE 118 VIRTUAL REALITY MARKET IN THE U.K., BY VERTICAL, 2013–2022 (USD MILLION) 174
TABLE 119 AUGMENTED REALITY MARKET IN GERMANY, BY VERTICAL, 2013–2022 (USD MILLION) 175
TABLE 120 VIRTUAL REALITY MARKET IN GERMANY, BY VERTICAL, 2013–2022 (USD MILLION) 176
TABLE 121 AUGMENTED REALITY MARKET IN FRANCE, BY VERTICAL, 2013–2022 (USD MILLION) 177
TABLE 122 VIRTUAL REALITY MARKET IN FRANCE, BY VERTICAL, 2013–2022 (USD MILLION) 178
TABLE 123 AUGMENTED REALITY MARKET IN REST OF EUROPE, BY VERTICAL, 2013–2022 (USD MILLION) 179
TABLE 124 VIRTUAL REALITY MARKET IN REST OF EUROPE, BY VERTICAL, 2013–2022 (USD MILLION) 179
TABLE 125 AUGMENTED REALITY MARKET IN APAC, BY VERTICAL, 2013–2022 (USD BILLION) 182
TABLE 126 VIRTUAL REALITY MARKET IN APAC, BY VERTICAL, 2013–2022 (USD MILLION) 182
TABLE 127 AUGMENTED REALITY MARKET IN APAC, BY COUNTRY, 2013–2022 (USD BILLION) 183
TABLE 128 VIRTUAL REALITY MARKET IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 183
TABLE 129 AUGMENTED REALITY MARKET IN CHINA, BY VERTICAL, 2013–2022 (USD MILLION) 184
TABLE 130 VIRTUAL REALITY MARKET IN CHINA, BY VERTICAL, 2013–2022 (USD MILLION) 185
TABLE 131 AUGMENTED REALITY MARKET IN INDIA, BY VERTICAL, 2013–2022 (USD MILLION) 186
TABLE 132 VIRTUAL REALITY MARKET IN INDIA, BY VERTICAL, 2013–2022 (USD MILLION) 186
TABLE 133 AUGMENTED REALITY MARKET IN SOUTH KOREA, BY VERTICAL, 2013–2022 (USD MILLION) 187
TABLE 134 VIRTUAL REALITY MARKET IN SOUTH KOREA, BY VERTICAL, 2013–2022 (USD MILLION) 188
TABLE 135 AUGMENTED REALITY MARKET IN JAPAN, BY VERTICAL, 2013–2022 (USD MILLION) 189
TABLE 136 VIRTUAL REALITY MARKET IN JAPAN, BY VERTICAL, 2013–2022 (USD MILLION) 189
TABLE 137 AUGMENTED REALITY MARKET IN REST OF APAC, BY VERTICAL, 2013–2022 (USD MILLION) 190
TABLE 138 VIRTUAL REALITY MARKET IN REST OF APAC, BY VERTICAL, 2013–2022 (USD MILLION) 190
TABLE 139 AUGMENTED REALITY MARKET IN ROW, BY VERTICAL, 2013–2022 (USD MILLION) 191
TABLE 140 VIRTUAL REALITY MARKET IN ROW, BY VERTICAL, 2013–2022 (USD MILLION) 192
TABLE 141 AUGMENTED REALITY MARKET IN ROW, BY REGION, 2013–2022 (USD MILLION) 192
TABLE 142 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2013–2022 (USD MILLION) 193
TABLE 143 AUGMENTED REALITY MARKET IN THE MIDDLE EAST & AFRICA, BY VERTICAL, 2013–2022 (USD MILLION) 193
TABLE 144 VIRTUAL REALITY MARKET IN THE MIDDLE EAST & AFRICA, BY VERTICAL, 2013–2022 (USD MILLION) 194
TABLE 145 AUGMENTED REALITY MARKET IN LATIN AMERICA, BY VERTICAL, 2013–2022 (USD MILLION) 194
TABLE 146 VIRTUAL REALITY MARKET IN LATIN AMERICA, BY VERTICAL, 2013–2022 (USD MILLION) 195
TABLE 147 MARKET RANKING OF TOP 5 PLAYERS IN AUGMENTED REALITY MARKET 197
TABLE 148 MARKET RANKING OF TOP 5 PLAYERS IN VIRTUAL REALITY MARKET 198
TABLE 149 NEW PRODUCT DEVELOPMENTS: AUGMENTED REALITY, 2012–2016 203
TABLE 150 NEW PRODUCT DEVELOPMENTS: VIRTUAL REALITY, 2012–2016 204
TABLE 151 EXPANSIONS AND (AGREEMENT, COLLABORATIONS AND PARTNERSHIP): AUGMENTED REALITY, 2012–2016 205
TABLE 152 EXPANSIONS AND (AGREEMENT, COLLABORATIONS AND PARTNERSHIP): VIRTUAL REALITY, 2012–2016 206
TABLE 153 MERGERS & ACQUISITIONS: AUGMENTED REALITY, 2012–2016 208
TABLE 154 MERGERS & ACQUISITIONS: VIRTUAL REALITY, 2012–2016 208
TABLE 155 OTHERS: AUGMENTED REALITY, 2012–2016 209
TABLE 156 OTHERS: VIRTUAL REALITY, 2012–2016 210

LIST OF FIGURES

FIGURE 1 MARKETS COVERED: AUGMENTED REALITY 21
FIGURE 2 MARKETS COVERED: VIRTUAL REALITY 22
FIGURE 3 AUGMENTED REALITY MARKET: RESEARCH DESIGN 25
FIGURE 4 VIRTUAL REALITY MARKET: RESEARCH DESIGN 26
FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 30
FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 31
FIGURE 7 DATA TRIANGULATION 32
FIGURE 8 AUGMENTED REALITY AND VIRTUAL REALITY MARKET, 2013–2022 (USD BILLION) 35
FIGURE 9 AUGMENTED REALITY MARKET, BY HARDWARE (2013–2022) 35
FIGURE 10 VIRTUAL REALITY MARKET, BY DEVICE, 2015 VS 2022 36
FIGURE 11 CONSUMER SECTOR EXPECTED TO WITNESS HIGHEST GROWTH IN VIRTUAL REALITY BETWEEN 2016 AND 2022 37
FIGURE 12 COMMERCIAL SECTOR EXPECTED TO WITNESS HIGHEST GROWTH IN AUGMENTED REALITY BETWEEN 2016 AND 2022 38
FIGURE 13 NORTH AMERICA HAD HIGHEST MARKET SHARE FOR VIRTUAL REALITY IN 2015 39
FIGURE 14 NORTH AMERICA HAD HIGHEST MARKET SHARE FOR AUGMENTED REALITY IN 2015 40
FIGURE 15 ATTRACTIVE OPPORTUNITIES FOR AUGMENTED REALITY MARKET 41
FIGURE 16 AUGMENTED REALITY HARDWARE MARKET FOR DISPLAYS EXPECTED TO GROW AT A HIGH RATE BETWEEN 2016 AND 2022 41
FIGURE 17 HANDHELD DISPLAYS EXPECTED TO HAVE LARGEST MARKET IN 2022 42
FIGURE 18 CHINA AND JAPAN TO EMERGE AS FASTEST-GROWING MARKETS (2016–2022) 42
FIGURE 19 ATTRACTIVE OPPORTUNITIES FOR THE VIRTUAL REALITY MARKET (2016–2022) 43
FIGURE 20 CHINA EXPECTED TO ACCOUNT FOR LARGEST SHARE OF MARKET IN APAC, BY 2022 43
FIGURE 21 U.S. EXPECTED TO BE THE LARGEST MARKET, BY 2022 44
FIGURE 22 CONSUMER VERTICAL TO HAVE A PROMISING FUTURE IN APAC BETWEEN 2016 AND 2022 44
FIGURE 23 AUGMENTED REALITY AND VIRTUAL REALITY MARKETS, BY GEOGRAPHY 48
FIGURE 24 DEMAND FOR AR APPLICATIONS IN MEDICAL AND RETAIL SECTORS WOULD DRIVE THE GROWTH OF THE AR MARKET 49
FIGURE 25 AFFORDABLE HARDWARE WITH PENETRATION OF HEAD-MOUNTED DISPLAYS (HMD) IN VARIOUS APPLICATIONS IS A DRIVING FORCE FOR THE GROWTH OF THE VR MARKET 55
FIGURE 26 VALUE CHAIN ANALYSIS OF AUGMENTED REALITY AND VIRTUAL REALITY (2015): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES 61
FIGURE 27 PORTER’S FIVE FORCES ANALYSIS: THREAT OF NEW ENTRANTS TO HAVE THE HIGHEST IMPACT 65
FIGURE 28 AUGMENTED REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 66
FIGURE 29 BARGAINING POWER OF SUPPLIERS HIGH OWING TO A HIGH NUMBER OF SUPPLIERS IN THE MARKET AND THEIR FINANCIAL POWER 67
FIGURE 30 BARGAINING POWER OF BUYERS WAS MEDIUM BECAUSE OF LOW PRICE SENSITIVITY AND HIGH PRODUCT DIFFERENTIATION 68
FIGURE 31 HIGH IMPACT DUE TO COMPETITIVE MARKET SPACE WITH HIGH CAPITAL REQUIREMENTS 69
FIGURE 32 LOW IMPACT DUE TO LESS NO DIRECT SUBSTITUTES 70
FIGURE 33 INCREASE IN THE NUMBER OF PATENT FILINGS HAVE A HIGH IMPACT ON THE INTENSITY OF RIVALRY 71
FIGURE 34 PORTER’S FIVE FORCES ANALYSIS: BARGAINING POWER OF BUYERS HAD THE HIGHEST IMPACT 72
FIGURE 35 VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 73
FIGURE 36 INCREASE IN THE NUMBER OF SUPPLIERS WOULD REDUCE THEIR BARGAINING POWER 74
FIGURE 37 BARGAINING POWER OF BUYERS IS HIGH BECAUSE OF THE INCREASE IN THE NUMBER OF SUPPLIERS IN THE MARKET 75
FIGURE 38 HIGH CAPITAL REQUIREMENT IS A MAJOR CHALLENGE FOR NEW ENTRANTS 76
FIGURE 39 THREAT OF SUBSTITUTES HAS A MEDIUM IMPACT DUE TO HIGH PRICES AND MODERATE AVAILABILITY OF SUBSTITUTES 77
FIGURE 40 INTENSITY OF RIVALRY IS HIGH DUE TO A HIGH NUMBER OF EXISTING PLAYERS 78
FIGURE 41 AUGMENTED REALITY MARKET, BY TECHNOLOGY 80
FIGURE 42 VIRTUAL REALITY MARKET, BY TECHNOLOGY 82
FIGURE 43 MARKET FOR SEMI-IMMERSIVE AND FULLY-IMMERSIVE TECHNOLOGY EXPECTED TO GROW AT A HIGH CAGR BETWEEN 2016 AND 2022 82
FIGURE 44 MARKET FOR HEAD-MOUNTED DISPLAYS EXPECTED TO GROW AT A HIGH RATE BETWEEN 2016 AND 2022 90
FIGURE 45 AUGMENTED REALITY MARKET: SOFTWARE COMPONENT VS. HARDWARE COMPONENT (2016 AND 2022) 96
FIGURE 46 SOFTWARE MARKET IS PROJECTED TO GROW RAPIDLY BETWEEN 2016 AND 2022 98
FIGURE 47 CONSUMER APPLICATION LIKELY TO WITNESS HIGHEST GROWTH BY 2022 134
FIGURE 48 GEOGRAPHIC SNAPSHOT: APAC TO WITNESS THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD 157
FIGURE 49 THE U.S. IS ESTIMATED TO LEAD THE AUGMENTED REALITY MARKET BETWEEN 2016 AND 2022 158
FIGURE 50 THE U.S. TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022 159
FIGURE 51 NORTH AMERICAN AUGMENTED REALITY MARKET OVERVIEW, 2015 161
FIGURE 52 NORTH AMERICAN VIRTUAL REALITY MARKET OVERVIEW, 2015 162
FIGURE 53 EUROPEAN AUGMENTED REALITY MARKET OVERVIEW, 2015 170
FIGURE 54 EUROPEAN VIRTUAL REALITY MARKET OVERVIEW, 2015 171
FIGURE 55 APAC AUGMENTED REALITY MARKET OVERVIEW, 2015 180
FIGURE 56 APAC VIRTUAL REALITY MARKET OVERVIEW, 2015 181
FIGURE 57 COMPANIES ADOPTED NEW PRODUCT DEVELOPMENT AS THE KEY GROWTH STRATEGY FROM 2012 TO 2016 196
FIGURE 58 PRODUCT ANALYSIS OF MAJOR COMPANIES IN AUGMENTED REALITY AND VIRTUAL REALITY MARKET 199
FIGURE 59 MARKET EVALUATION FRAMEWORK—NEW PRODUCT DEVELOPMENT FUELED MARKET GROWTH BETWEEN 2012 AND 2016 200
FIGURE 60 BATTLE FOR MARKET SHARE IN AUGMENTED REALITY: NEW PRODUCT DEVELOPMENT WAS THE KEY STRATEGY 201
FIGURE 61 BATTLE FOR MARKET SHARE IN VIRTUAL REALITY MARKET: NEW PRODUCT DEVELOPMENTS AND PARTNERSHIPS & COLLABORATIONS WERE THE KEY STRATEGIES 202
FIGURE 62 GOOGLE INC.: COMPANY SNAPSHOT 211
FIGURE 63 GOOGLE INC.: SWOT ANALYSIS 213
FIGURE 64 MICROSOFT CORPORATION: COMPANY SNAPSHOT 215
FIGURE 65 MICROSOFT CORPORATION: SWOT ANALYSIS 217
FIGURE 66 VUZIX CORPORATION: COMPANY SNAPSHOT 218
FIGURE 67 VUZIX CORPORATION: SWOT ANALYSIS 220
FIGURE 68 SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT 221
FIGURE 69 SAMSUNG ELECTRONICS CO. LTD.: SWOT ANALYSIS 223
FIGURE 70 QUALCOMM INC.: COMPANY SNAPSHOT 224
FIGURE 71 QUALCOMM INC.: SWOT ANALYSIS 226
FIGURE 72 OCULUS VR, LLC: SWOT ANALYSIS 229
FIGURE 73 EON REALITY, INC.: SWOT ANALYSIS 232
FIGURE 74 INFINITY AUGMENTED REALITY INC.: SWOT ANALYSIS 234


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