Augmented Reality and Virtual Reality Market – Global Industry Analysis and Forecast (2022-2029)

Augmented Reality and Virtual Reality Market size is expected to reach US$ 280.06 Bn in the year 2029, at a CAGR of 38.1% during the forecast period. Virtual Reality (VR) and Augmented Reality (AR) are two new developments that deliver immersive services for businesses through digital marketing platforms. While various VR/AR apps have been developed to expose details on digital marketing sites, there is still a shortage of complete models in the development of such applications that take into account the features of informal marketing experience. AR/VR is a new technology with enormous commercial potential. However, there are still significant commercial obstacles to overcome before getting mainstream. Companies today must choose how to most strategically capitalize on the benefits of AR/VR. They should choose if they want to focus more on underlying technological innovation to stay ahead of the competition, or whether the technology is ready and they should invest more money and resources to commercialize AR/VR. The US will see a boost of USD 569.59 billion to its economy by 2030 as a result of VR and AR, representing a 2.83% increase in GDP. The major Asian economies of China (USD 194.45 billion) and Japan (USD 151.87 billion) will see the next biggest boost representing 2.09% and 2.00% increases in GDP respectively. The European economies of Finland (USD 8.23 billion), Germany (USD 109.87billion), and the UK (USD 73.52 billion) are forecast to see the biggest increases in percentage terms of GDP by 2030 with contributions of 2.64%, 2.46%, and 2.44% respectively. The Augmented Reality and Virtual Reality market is segmented based on Technology, Device Type, Application, Vertical, and Region. The growth of various segments helps our clients in acquiring knowledge of the many growth factors expected to be prevalent throughout the market and develop different strategies to help identify core application areas and the gap in the target market. The report provides an in-depth analysis of the market and contains meaningful insights, facts, historical data, and statistically supported and industry-validated market statistics. Global Augmented Reality and Virtual Reality Market To know about the Research Methodology :- Request Free Sample Report

Global Augmented Reality (AR) and Virtual Reality (VR) Market Dynamics

Growth Drivers Global AR and VR market has been driven by several key factors, mostly rapid growth in implementation of tablet computers and smartphones, technological development, extreme concentration of key players in the AR and VR system along with broad mobility and versatility. It has been observed that the AR and VR systems are becoming accessible to consumers via several mediums like platforms and devices. Additionally, smartphones are widely being used as input expedients for observing the VR situation, particularly for the virtual reality gaming applications. Furthermore, the rising penetration of smartphones and tablet computers is widely providing towards the growth of the AR and VR market across the globe. The tablet and mobile based AR and VR technology is witnessing rapid application form the key players working in education, interior designing, e-commerce, architecture, and furnishing. These factors are thereby attributing towards the prompt growth of the AR and VR market globally.

Challenges

Key factors hampering the growth of the AR and VR market are advancement of user-friendly VR systems together with disturbing health concerns because of the use of AR and VR technology. Certain health anxieties that are detected from the use of this system comprise motion sickness, eyestrain, and nausea that are usually extreme for health due to the persistent effect on the eyes. Also, because of these health impacts, the demand for AR and VR technology is impacting in a negative manner.

Global Augmented Reality (AR) and Virtual Reality (VR) Market  Industry Ecosystem

Globally, industry players of AR and VR market are holding market growth through mergers and acquisitions, technological developments and strategic developments. The prompt improvement of new products are thereby amplifying the demand for AR and VR market globally. For example, Samsung along with Oculus VR has recently developed VR devices for extensive utilization of huge mass along with key smartphone players. These accomplishments are thereby amplifying the growth of AR and VR market across the globe.

Global Augmented Reality (AR) and Virtual Reality (VR) Market  Geographic Overview

Asia-Pacific is expected to witness xx% growth in the global AR and VR market during the forecast period. The growth of this market is attributed towards growing investment in defense and commercial domain in this region. The presence of a large number of display board industrialists together with technological developments are the key factors boosting the growth of AR and VR market. Also, emphasizing growth in automotive and healthcare domain in a country such as Japan is anticipated to further drive the growth of AR and VR market in the near future.

Key Market Trends:

The Gaming Industry Expected to Hold the Majority Share

Because of the various developments in the gaming industry, the substantial technologies which are generating a market attention are Virtual Reality (VR) and Augmented Reality (AR). For a passionate gamer, nothing could be more stimulating than the prospect of being transported inside the game, battling demons, aliens, and spies, discovering incredible environments beyond imagination. The most popular application of AR was revealed in the game Pokemon Go in 2016, where players targeted to search for virtual creatures on their smartphones. Also, the rising adoption of mixed reality in gaming technology in amusement parks and military training is expected to fuel the application of mixed reality in the gaming industry. For example, the enormous theme parks in developed countries such as the U.S. are making large investments to incorporate mixed reality in gaming technology to deliver an immersive gaming experience.

North America to Dominate the Market

The North America region is estimated to be the market leader in the AR & MR markets in the world, during forecast period. Most of the companies making developments in these technologies are based in this region. The North America region is also one of the biggest markets for the media & entertainment industry. For example, Microsoft HoloLens is a discovery in the mixed reality technology, which is located in the United States. The region is leading the market also because of factors like high technology exposure, and easy availability of devices have generated a robust demand for smart devices, in this region. For example, Microsoft Hololens was first released in the United States and Canada and has received a positive response from the consumers in the region. The report covers the market leaders, followers and new entrants in the industry with the market dynamics by region. It will also help to understand the position of each player in the market by region, by segment with their expansion plans, R&D expenditure and organic & in-organic growth strategies. Long term association, strategic alliances, supply chain agreement and M&A activities are covered in the report in detail from 2014 to 2021. Expected alliances and agreement in forecast period will give future course of action in the market to the readers. More than ten companies are profiled, benchmarked in the report on different parameters that will help reader to gain insight about the market in minimum time. The objective of the report is to present a comprehensive analysis of the Augmented Reality and Virtual Reality Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants by Vehicle. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors by Vehicle on the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Augmented Reality and Virtual Reality Market dynamics, structure by analyzing the market segments and project the Augmented Reality and Virtual Reality Market size. Clear representation of competitive analysis of key players by Application, price, financial position, Product portfolio, growth strategies, and regional presence in the Augmented Reality and Virtual Reality Market make the report investor’s guide.

Augmented Reality and Virtual Reality Market Scope: Inquire before buying

Global Augmented Reality and Virtual Reality Market
Report Coverage Details
Base Year: 2021 Forecast Period: 2022-2027
Historical Data: 2017 to 2021 Market Size in 2021: US $ 21.16 Bn.
Forecast Period 2022 to 2027 CAGR: 38.1% Market Size in 2029: US $ 280.06 Bn.
Segments Covered: by Technology • Augmented Reality technology o Marker-Based o Marker less • Virtual Reality Technology o Non-Immersive o Semi-Immersive and Fully-Immersive
by Device Type • Augmented Reality Devices o Head-Mounted Displays o Head-Up Display (HUD) o Handheld Device • Virtual Reality Devices o Head-Mounted Display (HMD) o Gesture Control Device o Projector & Display Wall
by Application • 3D Camera • Sensors • Semiconductor Component • Displays • Software Development Kits • Cloud-Based Services
by Vertical • Aerospace and Defense • Consumer Semiconductor Component • Commercial • Medical • Others

Global Augmented Reality and Virtual Reality Market by Geography

• North America • Europe • Asia Pacific • Middle East & Africa • Latin America

Key Players Operated in Augmented Reality and Virtual Reality Market Includes:

Microsoft Corporation • EON Reality, Inc. • Cyberglove Systems LLC. • Qualcomm Inc. • Samsung Electronics Co., Ltd. • Oculus VR, LLC • Magic Leap, Inc. • Google Inc. • Vuzix Corporation • Infinity Augmented Reality Inc. • Sony • PTC • Microsoft • DAQRI • Zugara • Blippar • Osterhout Design Group • Upskill • Continental • Visteon • MAXST • Wikitude GmbH • Apple Inc • Facebook Inc. • HTC Corporation • Marxent Labs, LLC. • Seiko Epson • Lenovo • Leap Motion • Atheer • Sixense Enterprises • Nintendo Frequently Asked Questions: 1. Which region has the largest share in Augmented Reality and Virtual Reality Market? Ans: North America region holds the highest share in 2021. 2. What is the growth rate of Augmented Reality and Virtual Reality Market? Ans: The Augmented Reality and Virtual Reality Market is growing at a CAGR of 38.1% during forecasting period 2022-2029. 3. What is scope of the Global Augmented Reality and Virtual Reality market report? Ans: Global Augmented Reality and Virtual Reality market report helps with the PESTEL, PORTER, COVID-19 impact analysis, recommendations for investors and leaders, and market estimation of the forecast period. 4. Who are the key players in Augmented Reality and Virtual Reality market? Ans: The important key players in the Augmented Reality and Virtual Reality Market are Microsoft Corporation, EON Reality, Inc., Cyberglove Systems LLC., Qualcomm Inc., Samsung Electronics Co., Ltd., Oculus VR, LLC 5. What is the study period of this market? Ans: The Augmented Reality and Virtual Reality Market is studied from 2021 to 2029.
1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Global Augmented Reality and Virtual Reality Market Size, by Market Value (US$ Bn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Augmented Reality and Virtual Reality Market Analysis and Forecast 6.1. Global Augmented Reality and Virtual Reality Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Augmented Reality and Virtual Reality Market Analysis and Forecast, by Device Type 7.1. Introduction and Definition 7.2. Key Findings 7.3. Global Augmented Reality and Virtual Reality Market Value Share Analysis, by Device Type 7.4. Global Augmented Reality and Virtual Reality Market Size (US$ Bn) Forecast, by Device Type 7.5. Global Augmented Reality and Virtual Reality Market Analysis, by Device Type 7.6. Global Augmented Reality and Virtual Reality Market Attractiveness Analysis, by Device Type 8. Global Augmented Reality and Virtual Reality Market Analysis and Forecast, by Vertical 8.1. Introduction and Definition 8.2. Key Findings 8.3. Global Augmented Reality and Virtual Reality Market Value Share Analysis, by Vertical 8.4. Global Augmented Reality and Virtual Reality Market Size (US$ Bn) Forecast, by Vertical 8.5. Global Augmented Reality and Virtual Reality Market Analysis, by Vertical 8.6. Global Augmented Reality and Virtual Reality Market Attractiveness Analysis, by Vertical 9. Global Augmented Reality and Virtual Reality Market Analysis and Forecast, by Technology 9.1. Introduction and Definition 9.2. Key Findings 9.3. Global Augmented Reality and Virtual Reality Market Value Share Analysis, by Technology 9.4. Global Augmented Reality and Virtual Reality Market Size (US$ Bn) Forecast, by Technology 9.5. Global Augmented Reality and Virtual Reality Market Analysis, by Technology 9.6. Global Augmented Reality and Virtual Reality Market Attractiveness Analysis, by Technology 10. Global Augmented Reality and Virtual Reality Market Analysis and Forecast, by Application 10.1. Introduction and Definition 10.2. Key Findings 10.3. Global Augmented Reality and Virtual Reality Market Value Share Analysis, by Application 10.4. Global Augmented Reality and Virtual Reality Market Size (US$ Bn) Forecast, by Application 10.5. Global Augmented Reality and Virtual Reality Market Analysis, by Application 10.6. Global Augmented Reality and Virtual Reality Market Attractiveness Analysis, by Application 11. Global Augmented Reality and Virtual Reality Market Analysis, by Region 11.1. Global Augmented Reality and Virtual Reality Market Value Share Analysis, by Region 11.2. Global Augmented Reality and Virtual Reality Market Size (US$ Bn) Forecast, by Region 11.3. Global Augmented Reality and Virtual Reality Market Attractiveness Analysis, by Region 12. North America Augmented Reality and Virtual Reality Market Analysis 12.1. Key Findings 12.2. North America Augmented Reality and Virtual Reality Market Overview 12.3. North America Augmented Reality and Virtual Reality Market Value Share Analysis, by Device Type 12.4. North America Augmented Reality and Virtual Reality Market Forecast, by Device Type 12.4.1. Augmented Reality Devices 12.4.1.1. Head-Mounted Displays 12.4.1.2. Head-Up Display (HUD) 12.4.1.3. Handheld Device 12.4.2. Virtual Reality Devices 12.4.2.1. Head-Mounted Display (HMD) 12.4.2.2. Gesture Control Device 12.4.3. Projector & Display Wall 12.5. North America Augmented Reality and Virtual Reality Market Value Share Analysis, by Vertical 12.6. North America Augmented Reality and Virtual Reality Market Forecast, by Vertical 12.6.1. Aerospace and Defense 12.6.2. Consumer Semiconductor Component 12.6.3. Commercial 12.6.4. Medical 12.6.5. Others 12.7. North America Augmented Reality and Virtual Reality Market Value Share Analysis, by Technology 12.8. North America Augmented Reality and Virtual Reality Market Forecast, by Technology 12.8.1. Augmented Reality technology 12.8.1.1. Marker-Based 12.8.1.2. Marker less 12.8.2. Virtual Reality Technology 12.8.2.1. Non-Immersive 12.8.2.2. Semi-Immersive and Fully-Immersive 12.9. North America Augmented Reality and Virtual Reality Market Value Share Analysis, by Application 12.10. North America Augmented Reality and Virtual Reality Market Forecast, by Application 12.10.1. 3D Camera 12.10.2. Sensors 12.10.3. Semiconductor Component 12.10.4. Displays 12.10.5. Software Development Kits 12.10.6. Cloud-Based Services 12.10.7. Others 12.11. North America Augmented Reality and Virtual Reality Market Value Share Analysis, by Country 12.12. North America Augmented Reality and Virtual Reality Market Forecast, by Country 12.12.1. U.S. 12.12.2. Canada 12.13. North America Augmented Reality and Virtual Reality Market Analysis, by Country 12.14. U.S. Augmented Reality and Virtual Reality Market Forecast, by Device Type 12.14.1. Augmented Reality Devices 12.14.1.1. Head-Mounted Displays 12.14.1.2. Head-Up Display (HUD) 12.14.1.3. Handheld Device 12.14.2. Virtual Reality Devices 12.14.2.1. Head-Mounted Display (HMD) 12.14.2.2. Gesture Control Device 12.14.3. Projector & Display Wall 12.15. U.S. Augmented Reality and Virtual Reality Market Forecast, by Vertical 12.15.1. Aerospace and Defense 12.15.2. Consumer Semiconductor Component 12.15.3. Commercial 12.15.4. Medical 12.15.5. Others 12.16. U.S. Augmented Reality and Virtual Reality Market Forecast, by Technology 12.16.1. Augmented Reality technology 12.16.1.1. Marker-Based 12.16.1.2. Marker less 12.16.2. Virtual Reality Technology 12.16.2.1. Non-Immersive 12.16.3. Semi-Immersive and Fully-Immersive 12.17. U.S. Augmented Reality and Virtual Reality Market Forecast, by Application 12.17.1. 3D Camera 12.17.2. Sensors 12.17.3. Semiconductor Component 12.17.4. Displays 12.17.5. Software Development Kits 12.17.6. Cloud-Based Services 12.17.7. Others 12.18. Canada Augmented Reality and Virtual Reality Market Forecast, by Device Type 12.18.1. Augmented Reality Devices 12.18.1.1. Head-Mounted Displays 12.18.1.2. Head-Up Display (HUD) 12.18.1.3. Handheld Device 12.18.2. Virtual Reality Devices 12.18.2.1. Head-Mounted Display (HMD) 12.18.2.2. Gesture Control Device 12.18.3. Projector & Display Wall 12.19. Canada Augmented Reality and Virtual Reality Market Forecast, by Vertical 12.19.1. Aerospace and Defense 12.19.2. Consumer Semiconductor Component 12.19.3. Commercial 12.19.4. Medical 12.19.5. Others 12.20. Canada Augmented Reality and Virtual Reality Market Forecast, by Technology 12.20.1. Augmented Reality technology 12.20.1.1. Marker-Based 12.20.1.2. Marker less 12.20.2. Virtual Reality Technology 12.20.2.1. Non-Immersive 12.20.3. Semi-Immersive and Fully-Immersive 12.21. Canada Augmented Reality and Virtual Reality Market Forecast, by Application 12.21.1. 3D Camera 12.21.2. Sensors 12.21.3. Semiconductor Component 12.21.4. Displays 12.21.5. Software Development Kits 12.21.6. Cloud-Based Services 12.21.7. Others 12.22. North America Augmented Reality and Virtual Reality Market Attractiveness Analysis 12.22.1. By Device Type 12.22.2. By Vertical 12.22.3. By Technology 12.22.4. By Application 12.23. PEST Analysis 12.24. Key Trends 12.25. Key Developments 13. Europe Augmented Reality and Virtual Reality Market Analysis 13.1. Key Findings 13.2. Europe Augmented Reality and Virtual Reality Market Overview 13.3. Europe Augmented Reality and Virtual Reality Market Value Share Analysis, by Device Type 13.4. Europe Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.4.1. Augmented Reality Devices 13.4.1.1. Head-Mounted Displays 13.4.1.2. Head-Up Display (HUD) 13.4.1.3. Handheld Device 13.4.2. Virtual Reality Devices 13.4.2.1. Head-Mounted Display (HMD) 13.4.2.2. Gesture Control Device 13.4.3. Projector & Display Wall 13.5. Europe Augmented Reality and Virtual Reality Market Value Share Analysis, by Vertical 13.6. Europe Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.6.1. Aerospace and Defense 13.6.2. Consumer Semiconductor Component 13.6.3. Commercial 13.6.4. Medical 13.6.5. Others 13.7. Europe Augmented Reality and Virtual Reality Market Value Share Analysis, by Technology 13.8. Europe Augmented Reality and Virtual Reality Market Forecast, by Technology 13.8.1. Augmented Reality technology 13.8.1.1. Marker-Based 13.8.1.2. Marker less 13.8.2. Virtual Reality Technology 13.8.2.1. Non-Immersive 13.8.3. Semi-Immersive and Fully-Immersive 13.9. Europe Augmented Reality and Virtual Reality Market Value Share Analysis, by Application 13.10. Europe Augmented Reality and Virtual Reality Market Forecast, by Application 13.10.1. 3D Camera 13.10.2. Sensors 13.10.3. Semiconductor Component 13.10.4. Displays 13.10.5. Software Development Kits 13.10.6. Cloud-Based Services 13.10.7. Others 13.11. Europe Augmented Reality and Virtual Reality Market Value Share Analysis, by Country 13.12. Europe Augmented Reality and Virtual Reality Market Forecast, by Country 13.12.1. Germany 13.12.2. U.K. 13.12.3. France 13.12.4. Italy 13.12.5. Spain 13.12.6. Rest of Europe 13.13. Europe Augmented Reality and Virtual Reality Market Analysis, by Country 13.14. Germany Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.14.1. Augmented Reality Devices 13.14.1.1. Head-Mounted Displays 13.14.1.2. Head-Up Display (HUD) 13.14.1.3. Handheld Device 13.14.2. Virtual Reality Devices 13.14.2.1. Head-Mounted Display (HMD) 13.14.2.2. Gesture Control Device 13.14.3. Projector & Display Wall 13.15. Germany Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.15.1. Aerospace and Defense 13.15.2. Consumer Semiconductor Component 13.15.3. Commercial 13.15.4. Medical 13.15.5. Others 13.16. Germany Augmented Reality and Virtual Reality Market Forecast, by Technology 13.16.1. Augmented Reality technology 13.16.1.1. Marker-Based 13.16.1.2. Marker less 13.16.2. Virtual Reality Technology 13.16.2.1. Non-Immersive 13.16.3. Semi-Immersive and Fully-Immersive 13.17. Germany Augmented Reality and Virtual Reality Market Forecast, by Application 13.17.1. 3D Camera 13.17.2. Sensors 13.17.3. Semiconductor Component 13.17.4. Displays 13.17.5. Software Development Kits 13.17.6. Cloud-Based Services 13.17.7. Others 13.18. U.K. Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.18.1. Augmented Reality Devices 13.18.1.1. Head-Mounted Displays 13.18.1.2. Head-Up Display (HUD) 13.18.1.3. Handheld Device 13.18.2. Virtual Reality Devices 13.18.2.1. Head-Mounted Display (HMD) 13.18.2.2. Gesture Control Device 13.18.3. Projector & Display Wall 13.19. U.K. Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.19.1. Aerospace and Defense 13.19.2. Consumer Semiconductor Component 13.19.3. Commercial 13.19.4. Medical 13.19.5. Others 13.20. U.K. Augmented Reality and Virtual Reality Market Forecast, by Technology 13.20.1. Augmented Reality technology 13.20.1.1. Marker-Based 13.20.1.2. Marker less 13.20.2. Virtual Reality Technology 13.20.2.1. Non-Immersive 13.20.3. Semi-Immersive and Fully-Immersive 13.21. U.K. Augmented Reality and Virtual Reality Market Forecast, by Application 13.21.1. 3D Camera 13.21.2. Sensors 13.21.3. Semiconductor Component 13.21.4. Displays 13.21.5. Software Development Kits 13.21.6. Cloud-Based Services 13.21.7. Others 13.22. France Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.22.1. Augmented Reality Devices 13.22.1.1. Head-Mounted Displays 13.22.1.2. Head-Up Display (HUD) 13.22.1.3. Handheld Device 13.22.2. Virtual Reality Devices 13.22.2.1. Head-Mounted Display (HMD) 13.22.2.2. Gesture Control Device 13.22.3. Projector & Display Wall 13.23. France Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.23.1. Aerospace and Defense 13.23.2. Consumer Semiconductor Component 13.23.3. Commercial 13.23.4. Medical 13.23.5. Others 13.24. France Augmented Reality and Virtual Reality Market Forecast, by Technology 13.24.1. Augmented Reality technology 13.24.1.1. Marker-Based 13.24.1.2. Marker less 13.24.2. Virtual Reality Technology 13.24.2.1. Non-Immersive 13.24.3. Semi-Immersive and Fully-Immersive 13.25. France Augmented Reality and Virtual Reality Market Forecast, by Application 13.25.1. 3D Camera 13.25.2. Sensors 13.25.3. Semiconductor Component 13.25.4. Displays 13.25.5. Software Development Kits 13.25.6. Cloud-Based Services 13.25.7. Others 13.26. Italy Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.26.1. Augmented Reality Devices 13.26.1.1. Head-Mounted Displays 13.26.1.2. Head-Up Display (HUD) 13.26.1.3. Handheld Device 13.26.2. Virtual Reality Devices 13.26.2.1. Head-Mounted Display (HMD) 13.26.2.2. Gesture Control Device 13.26.3. Projector & Display Wall 13.27. Italy Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.27.1. Aerospace and Defense 13.27.2. Consumer Semiconductor Component 13.27.3. Commercial 13.27.4. Medical 13.27.5. Others 13.28. Italy Augmented Reality and Virtual Reality Market Forecast, by Technology 13.28.1. Augmented Reality technology 13.28.1.1. Marker-Based 13.28.1.2. Marker less 13.28.2. Virtual Reality Technology 13.28.2.1. Non-Immersive 13.28.3. Semi-Immersive and Fully-Immersive 13.29. Italy Augmented Reality and Virtual Reality Market Forecast, by Application 13.29.1. 3D Camera 13.29.2. Sensors 13.29.3. Semiconductor Component 13.29.4. Displays 13.29.5. Software Development Kits 13.29.6. Cloud-Based Services 13.29.7. Others 13.30. Spain Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.30.1. Augmented Reality Devices 13.30.1.1. Head-Mounted Displays 13.30.1.2. Head-Up Display (HUD) 13.30.1.3. Handheld Device 13.30.2. Virtual Reality Devices 13.30.2.1. Head-Mounted Display (HMD) 13.30.2.2. Gesture Control Device 13.30.3. Projector & Display Wall 13.31. Spain Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.31.1. Aerospace and Defense 13.31.2. Consumer Semiconductor Component 13.31.3. Commercial 13.31.4. Medical 13.31.5. Others 13.32. Spain Augmented Reality and Virtual Reality Market Forecast, by Technology 13.32.1. Augmented Reality technology 13.32.1.1. Marker-Based 13.32.1.2. Marker less 13.32.2. Virtual Reality Technology 13.32.2.1. Non-Immersive 13.32.3. Semi-Immersive and Fully-Immersive 13.33. Spain Augmented Reality and Virtual Reality Market Forecast, by Application 13.33.1. 3D Camera 13.33.2. Sensors 13.33.3. Semiconductor Component 13.33.4. Displays 13.33.5. Software Development Kits 13.33.6. Cloud-Based Services 13.33.7. Others 13.34. Rest of Europe Augmented Reality and Virtual Reality Market Forecast, by Device Type 13.34.1. Augmented Reality Devices 13.34.1.1. Head-Mounted Displays 13.34.1.2. Head-Up Display (HUD) 13.34.1.3. Handheld Device 13.34.2. Virtual Reality Devices 13.34.2.1. Head-Mounted Display (HMD) 13.34.2.2. Gesture Control Device 13.34.3. Projector & Display Wall 13.35. Rest of Europe Augmented Reality and Virtual Reality Market Forecast, by Vertical 13.35.1. Aerospace and Defense 13.35.2. Consumer Semiconductor Component 13.35.3. Commercial 13.35.4. Medical 13.35.5. Others 13.36. Rest of Europe Augmented Reality and Virtual Reality Market Forecast, by Technology 13.36.1. Augmented Reality technology 13.36.1.1. Marker-Based 13.36.1.2. Marker less 13.36.2. Virtual Reality Technology 13.36.2.1. Non-Immersive 13.36.3. Semi-Immersive and Fully-Immersive 13.37. Rest Of Europe Augmented Reality and Virtual Reality Market Forecast, by Application 13.37.1. 3D Camera 13.37.2. Sensors 13.37.3. Semiconductor Component 13.37.4. Displays 13.37.5. Software Development Kits 13.37.6. Cloud-Based Services 13.37.7. Others 13.38. Europe Augmented Reality and Virtual Reality Market Attractiveness Analysis 13.38.1. By Device Type 13.38.2. By Vertical 13.38.3. By Technology 13.38.4. By Application 13.39. PEST Analysis 13.40. Key Trends 13.41. Key Developments 14. Asia Pacific Augmented Reality and Virtual Reality Market Analysis 14.1. Key Findings 14.2. Asia Pacific Augmented Reality and Virtual Reality Market Overview 14.3. Asia Pacific Augmented Reality and Virtual Reality Market Value Share Analysis, by Device Type 14.4. Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Device Type 14.4.1. Augmented Reality Devices 14.4.1.1. Head-Mounted Displays 14.4.1.2. Head-Up Display (HUD) 14.4.1.3. Handheld Device 14.4.2. Virtual Reality Devices 14.4.2.1. Head-Mounted Display (HMD) 14.4.2.2. Gesture Control Device 14.4.3. Projector & Display Wall 14.5. Asia Pacific Augmented Reality and Virtual Reality Market Value Share Analysis, by Vertical 14.6. Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Vertical 14.6.1. Aerospace and Defense 14.6.2. Consumer Semiconductor Component 14.6.3. Commercial 14.6.4. Medical 14.6.5. Others 14.7. Asia Pacific Augmented Reality and Virtual Reality Market Value Share Analysis, by Technology 14.8. Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Technology 14.8.1. Augmented Reality technology 14.8.1.1. Marker-Based 14.8.1.2. Marker less 14.8.2. Virtual Reality Technology 14.8.2.1. Non-Immersive 14.8.3. Semi-Immersive and Fully-Immersive 14.9. Asia Pacific Augmented Reality and Virtual Reality Market Value Share Analysis, by Application 14.10. Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Application 14.10.1. 3D Camera 14.10.2. Sensors 14.10.3. Semiconductor Component 14.10.4. Displays 14.10.5. Software Development Kits 14.10.6. Cloud-Based Services 14.10.7. Others 14.11. Asia Pacific Augmented Reality and Virtual Reality Market Value Share Analysis, by Country 14.12. Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Country 14.12.1. China 14.12.2. India 14.12.3. Japan 14.12.4. ASEAN 14.12.5. Rest of Asia Pacific 14.13. Asia Pacific Augmented Reality and Virtual Reality Market Analysis, by Country 14.14. China Augmented Reality and Virtual Reality Market Forecast, by Device Type 14.14.1. Augmented Reality Devices 14.14.1.1. Head-Mounted Displays 14.14.1.2. Head-Up Display (HUD) 14.14.1.3. Handheld Device 14.14.2. Virtual Reality Devices 14.14.2.1. Head-Mounted Display (HMD) 14.14.2.2. Gesture Control Device 14.14.3. Projector & Display Wall 14.15. China Augmented Reality and Virtual Reality Market Forecast, by Vertical 14.15.1. Aerospace and Defense 14.15.2. Consumer Semiconductor Component 14.15.3. Commercial 14.15.4. Medical 14.15.5. Others 14.16. China Augmented Reality and Virtual Reality Market Forecast, by Technology 14.16.1. Augmented Reality technology 14.16.1.1. Marker-Based 14.16.1.2. Marker less 14.16.2. Virtual Reality Technology 14.16.2.1. Non-Immersive 14.16.3. Semi-Immersive and Fully-Immersive 14.17. China Augmented Reality and Virtual Reality Market Forecast, by Application 14.17.1. 3D Camera 14.17.2. Sensors 14.17.3. Semiconductor Component 14.17.4. Displays 14.17.5. Software Development Kits 14.17.6. Cloud-Based Services 14.17.7. Others 14.18. India Augmented Reality and Virtual Reality Market Forecast, by Device Type 14.18.1. Augmented Reality Devices 14.18.1.1. Head-Mounted Displays 14.18.1.2. Head-Up Display (HUD) 14.18.1.3. Handheld Device 14.18.2. Virtual Reality Devices 14.18.2.1. Head-Mounted Display (HMD) 14.18.2.2. Gesture Control Device 14.18.3. Projector & Display Wall 14.19. India Augmented Reality and Virtual Reality Market Forecast, by Vertical 14.19.1. Aerospace and Defense 14.19.2. Consumer Semiconductor Component 14.19.3. Commercial 14.19.4. Medical 14.19.5. Others 14.20. India Augmented Reality and Virtual Reality Market Forecast, by Technology 14.20.1. Augmented Reality technology 14.20.1.1. Marker-Based 14.20.1.2. Marker less 14.20.2. Virtual Reality Technology 14.20.2.1. Non-Immersive 14.20.3. Semi-Immersive and Fully-Immersive 14.21. India Augmented Reality and Virtual Reality Market Forecast, by Application 14.21.1. 3D Camera 14.21.2. Sensors 14.21.3. Semiconductor Component 14.21.4. Displays 14.21.5. Software Development Kits 14.21.6. Cloud-Based Services 14.21.7. Others 14.22. Japan Augmented Reality and Virtual Reality Market Forecast, by Device Type 14.22.1. Augmented Reality Devices 14.22.1.1. Head-Mounted Displays 14.22.1.2. Head-Up Display (HUD) 14.22.1.3. Handheld Device 14.22.2. Virtual Reality Devices 14.22.2.1. Head-Mounted Display (HMD) 14.22.2.2. Gesture Control Device 14.22.3. Projector & Display Wall 14.23. Japan Augmented Reality and Virtual Reality Market Forecast, by Vertical 14.23.1. Aerospace and Defense 14.23.2. Consumer Semiconductor Component 14.23.3. Commercial 14.23.4. Medical 14.23.5. Others 14.24. Japan Augmented Reality and Virtual Reality Market Forecast, by Technology 14.24.1. Augmented Reality technology 14.24.1.1. Marker-Based 14.24.1.2. Marker less 14.24.2. Virtual Reality Technology 14.24.2.1. Non-Immersive 14.24.3. Semi-Immersive and Fully-Immersive 14.25. Japan Augmented Reality and Virtual Reality Market Forecast, by Application 14.25.1. 3D Camera 14.25.2. Sensors 14.25.3. Semiconductor Component 14.25.4. Displays 14.25.5. Software Development Kits 14.25.6. Cloud-Based Services 14.25.7. Others 14.26. ASEAN Augmented Reality and Virtual Reality Market Forecast, by Device Type 14.26.1. Augmented Reality Devices 14.26.1.1. Head-Mounted Displays 14.26.1.2. Head-Up Display (HUD) 14.26.1.3. Handheld Device 14.26.2. Virtual Reality Devices 14.26.2.1. Head-Mounted Display (HMD) 14.26.2.2. Gesture Control Device 14.26.3. Projector & Display Wall 14.27. ASEAN Augmented Reality and Virtual Reality Market Forecast, by Vertical 14.27.1. Aerospace and Defense 14.27.2. Consumer Semiconductor Component 14.27.3. Commercial 14.27.4. Medical 14.27.5. Others 14.28. ASEAN Augmented Reality and Virtual Reality Market Forecast, by Technology 14.28.1. Augmented Reality technology 14.28.1.1. Marker-Based 14.28.1.2. Marker less 14.28.2. Virtual Reality Technology 14.28.2.1. Non-Immersive 14.28.3. Semi-Immersive and Fully-Immersive 14.29. ASEAN Augmented Reality and Virtual Reality Market Forecast, by Application 14.29.1. 3D Camera 14.29.2. Sensors 14.29.3. Semiconductor Component 14.29.4. Displays 14.29.5. Software Development Kits 14.29.6. Cloud-Based Services 14.29.7. Others 14.30. Rest of Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Device Type 14.30.1. Augmented Reality Devices 14.30.1.1. Head-Mounted Displays 14.30.1.2. Head-Up Display (HUD) 14.30.1.3. Handheld Device 14.30.2. Virtual Reality Devices 14.30.2.1. Head-Mounted Display (HMD) 14.30.2.2. Gesture Control Device 14.30.3. Projector & Display Wall 14.31. Rest of Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Vertical 14.31.1. Aerospace and Defense 14.31.2. Consumer Semiconductor Component 14.31.3. Commercial 14.31.4. Medical 14.31.5. Others 14.32. Rest of Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Technology 14.32.1. Augmented Reality technology 14.32.1.1. Marker-Based 14.32.1.2. Marker less 14.32.2. Virtual Reality Technology 14.32.2.1. Non-Immersive 14.32.3. Semi-Immersive and Fully-Immersive 14.33. Rest of Asia Pacific Augmented Reality and Virtual Reality Market Forecast, by Application 14.33.1. 3D Camera 14.33.2. Sensors 14.33.3. Semiconductor Component 14.33.4. Displays 14.33.5. Software Development Kits 14.33.6. Cloud-Based Services 14.33.7. Others 14.34. Asia Pacific Augmented Reality and Virtual Reality Market Attractiveness Analysis 14.34.1. By Device Type 14.34.2. By Vertical 14.34.3. By Technology 14.34.4. By Application 14.35. PEST Analysis 14.36. Key Trends 14.37. Key Developments 15. Middle East & Africa Augmented Reality and Virtual Reality Market Analysis 15.1. Key Findings 15.2. Middle East & Africa Augmented Reality and Virtual Reality Market Overview 15.3. Middle East & Africa Augmented Reality and Virtual Reality Market Value Share Analysis, by Device Type 15.4. Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Device Type 15.4.1. Augmented Reality Devices 15.4.1.1. Head-Mounted Displays 15.4.1.2. Head-Up Display (HUD) 15.4.1.3. Handheld Device 15.4.2. Virtual Reality Devices 15.4.2.1. Head-Mounted Display (HMD) 15.4.2.2. Gesture Control Device 15.4.3. Projector & Display Wall 15.5. Middle East & Africa Augmented Reality and Virtual Reality Market Value Share Analysis, by Vertical 15.6. Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Vertical 15.6.1. Aerospace and Defense 15.6.2. Consumer Semiconductor Component 15.6.3. Commercial 15.6.4. Medical 15.6.5. Others 15.7. Middle East & Africa Augmented Reality and Virtual Reality Market Value Share Analysis, by Technology 15.8. Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Technology 15.8.1. Augmented Reality technology 15.8.1.1. Marker-Based 15.8.1.2. Marker less 15.8.2. Virtual Reality Technology 15.8.2.1. Non-Immersive 15.8.3. Semi-Immersive and Fully-Immersive 15.9. Middle East & Africa Augmented Reality and Virtual Reality Market Value Share Analysis, by Application 15.10. Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Application 15.10.1. 3D Camera 15.10.2. Sensors 15.10.3. Semiconductor Component 15.10.4. Displays 15.10.5. Software Development Kits 15.10.6. Cloud-Based Services 15.10.7. Others 15.11. Middle East & Africa Augmented Reality and Virtual Reality Market Value Share Analysis, by Country 15.12. Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Country 15.12.1. GCC 15.12.2. South Africa 15.12.3. Rest of Middle East & Africa 15.13. Middle East & Africa Augmented Reality and Virtual Reality Market Analysis, by Country 15.14. GCC Augmented Reality and Virtual Reality Market Forecast, by Device Type 15.14.1. Augmented Reality Devices 15.14.1.1. Head-Mounted Displays 15.14.1.2. Head-Up Display (HUD) 15.14.1.3. Handheld Device 15.14.2. Virtual Reality Devices 15.14.2.1. Head-Mounted Display (HMD) 15.14.2.2. Gesture Control Device 15.14.3. Projector & Display Wall 15.15. GCC Augmented Reality and Virtual Reality Market Forecast, by Vertical 15.15.1. Aerospace and Defense 15.15.2. Consumer Semiconductor Component 15.15.3. Commercial 15.15.4. Medical 15.15.5. Others 15.16. GCC Augmented Reality and Virtual Reality Market Forecast, by Technology 15.16.1. Augmented Reality technology 15.16.1.1. Marker-Based 15.16.1.2. Marker less 15.16.2. Virtual Reality Technology 15.16.2.1. Non-Immersive 15.16.3. Semi-Immersive and Fully-Immersive 15.17. GCC Augmented Reality and Virtual Reality Market Forecast, by Application 15.17.1. 3D Camera 15.17.2. Sensors 15.17.3. Semiconductor Component 15.17.4. Displays 15.17.5. Software Development Kits 15.17.6. Cloud-Based Services 15.17.7. Others 15.18. South Africa Augmented Reality and Virtual Reality Market Forecast, by Device Type 15.18.1. Augmented Reality Devices 15.18.1.1. Head-Mounted Displays 15.18.1.2. Head-Up Display (HUD) 15.18.1.3. Handheld Device 15.18.2. Virtual Reality Devices 15.18.2.1. Head-Mounted Display (HMD) 15.18.2.2. Gesture Control Device 15.18.3. Projector & Display Wall 15.19. South Africa Augmented Reality and Virtual Reality Market Forecast, by Vertical 15.19.1. Aerospace and Defense 15.19.2. Consumer Semiconductor Component 15.19.3. Commercial 15.19.4. Medical 15.19.5. Others 15.20. South Africa Augmented Reality and Virtual Reality Market Forecast, by Technology 15.20.1. Augmented Reality technology 15.20.1.1. Marker-Based 15.20.1.2. Marker less 15.20.2. Virtual Reality Technology 15.20.2.1. Non-Immersive 15.20.3. Semi-Immersive and Fully-Immersive 15.21. South Africa Augmented Reality and Virtual Reality Market Forecast, by Application 15.21.1. 3D Camera 15.21.2. Sensors 15.21.3. Semiconductor Component 15.21.4. Displays 15.21.5. Software Development Kits 15.21.6. Cloud-Based Services 15.21.7. Others 15.22. Rest of Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Device Type 15.22.1. Augmented Reality Devices 15.22.1.1. Head-Mounted Displays 15.22.1.2. Head-Up Display (HUD) 15.22.1.3. Handheld Device 15.22.2. Virtual Reality Devices 15.22.2.1. Head-Mounted Display (HMD) 15.22.2.2. Gesture Control Device 15.22.3. Projector & Display Wall 15.23. Rest of Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Vertical 15.23.1. Aerospace and Defense 15.23.2. Consumer Semiconductor Component 15.23.3. Commercial 15.23.4. Medical 15.23.5. Others 15.24. Rest of Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Technology 15.24.1. Augmented Reality technology 15.24.1.1. Marker-Based 15.24.1.2. Marker less 15.24.2. Virtual Reality Technology 15.24.2.1. Non-Immersive 15.24.3. Semi-Immersive and Fully-Immersive 15.25. Rest of Middle East & Africa Augmented Reality and Virtual Reality Market Forecast, by Application 15.25.1. 3D Camera 15.25.2. Sensors 15.25.3. Semiconductor Component 15.25.4. Displays 15.25.5. Software Development Kits 15.25.6. Cloud-Based Services 15.25.7. Others 15.26. Middle East & Africa Augmented Reality and Virtual Reality Market Attractiveness Analysis 15.26.1. By Device Type 15.26.2. By Vertical 15.26.3. By Technology 15.26.4. By Application 15.27. PEST Analysis 15.28. Key Trends 15.29. Key Developments 16. South America Augmented Reality and Virtual Reality Market Analysis 16.1. Key Findings 16.2. South America Augmented Reality and Virtual Reality Market Overview 16.3. South America Augmented Reality and Virtual Reality Market Value Share Analysis, by Device Type 16.4. South America Augmented Reality and Virtual Reality Market Forecast, by Device Type 16.4.1. Augmented Reality Devices 16.4.1.1. Head-Mounted Displays 16.4.1.2. Head-Up Display (HUD) 16.4.1.3. Handheld Device 16.4.2. Virtual Reality Devices 16.4.2.1. Head-Mounted Display (HMD) 16.4.2.2. Gesture Control Device 16.4.3. Projector & Display Wall 16.5. South America Augmented Reality and Virtual Reality Market Value Share Analysis, by Vertical 16.6. South America Augmented Reality and Virtual Reality Market Forecast, by Vertical 16.6.1. Aerospace and Defense 16.6.2. Consumer Semiconductor Component 16.6.3. Commercial 16.6.4. Medical 16.6.5. Others 16.7. South America Augmented Reality and Virtual Reality Market Value Share Analysis, by Technology 16.8. South America Augmented Reality and Virtual Reality Market Forecast, by Technology 16.8.1. Augmented Reality technology 16.8.1.1. Marker-Based 16.8.1.2. Marker less 16.8.2. Virtual Reality Technology 16.8.2.1. Non-Immersive 16.8.3. Semi-Immersive and Fully-Immersive 16.9. South America Augmented Reality and Virtual Reality Market Value Share Analysis, by Application 16.10. South America Augmented Reality and Virtual Reality Market Forecast, by Application 16.10.1. 3D Camera 16.10.2. Sensors 16.10.3. Semiconductor Component 16.10.4. Displays 16.10.5. Software Development Kits 16.10.6. Cloud-Based Services 16.10.7. Others 16.11. South America Augmented Reality and Virtual Reality Market Value Share Analysis, by Country 16.12. South America Augmented Reality and Virtual Reality Market Forecast, by Country 16.12.1. Brazil 16.12.2. Mexico 16.12.3. Rest of South America 16.13. South America Augmented Reality and Virtual Reality Market Analysis, by Country 16.14. Brazil Augmented Reality and Virtual Reality Market Forecast, by Device Type 16.14.1. Augmented Reality Devices 16.14.1.1. Head-Mounted Displays 16.14.1.2. Head-Up Display (HUD) 16.14.1.3. Handheld Device 16.14.2. Virtual Reality Devices 16.14.2.1. Head-Mounted Display (HMD) 16.14.2.2. Gesture Control Device 16.14.3. Projector & Display Wall 16.15. Brazil Augmented Reality and Virtual Reality Market Forecast, by Vertical 16.15.1. Aerospace and Defense 16.15.2. Consumer Semiconductor Component 16.15.3. Commercial 16.15.4. Medical 16.15.5. Others 16.16. Brazil Augmented Reality and Virtual Reality Market Forecast, by Technology 16.16.1. Augmented Reality technology 16.16.1.1. Marker-Based 16.16.1.2. Marker less 16.16.2. Virtual Reality Technology 16.16.2.1. Non-Immersive 16.16.3. Semi-Immersive and Fully-Immersive 16.17. Brazil Augmented Reality and Virtual Reality Market Forecast, by Application 16.17.1. 3D Camera 16.17.2. Sensors 16.17.3. Semiconductor Component 16.17.4. Displays 16.17.5. Software Development Kits 16.17.6. Cloud-Based Services 16.17.7. Others 16.18. Mexico Augmented Reality and Virtual Reality Market Forecast, by Device Type 16.18.1. Augmented Reality Devices 16.18.1.1. Head-Mounted Displays 16.18.1.2. Head-Up Display (HUD) 16.18.1.3. Handheld Device 16.18.2. Virtual Reality Devices 16.18.2.1. Head-Mounted Display (HMD) 16.18.2.2. Gesture Control Device 16.18.3. Projector & Display Wall 16.19. Mexico Augmented Reality and Virtual Reality Market Forecast, by Vertical 16.19.1. Aerospace and Defense 16.19.2. Consumer Semiconductor Component 16.19.3. Commercial 16.19.4. Medical 16.19.5. Others 16.20. Mexico Augmented Reality and Virtual Reality Market Forecast, by Technology 16.20.1. Augmented Reality technology 16.20.1.1. Marker-Based 16.20.1.2. Marker less 16.20.2. Virtual Reality Technology 16.20.2.1. Non-Immersive 16.20.3. Semi-Immersive and Fully-Immersive 16.21. Mexico Augmented Reality and Virtual Reality Market Forecast, by Application 16.21.1. 3D Camera 16.21.2. Sensors 16.21.3. Semiconductor Component 16.21.4. Displays 16.21.5. Software Development Kits 16.21.6. Cloud-Based Services 16.21.7. Others 16.22. Rest of South America Augmented Reality and Virtual Reality Market Forecast, by Device Type 16.22.1. Augmented Reality Devices 16.22.1.1. Head-Mounted Displays 16.22.1.2. Head-Up Display (HUD) 16.22.1.3. Handheld Device 16.22.2. Virtual Reality Devices 16.22.2.1. Head-Mounted Display (HMD) 16.22.2.2. Gesture Control Device 16.22.2.3. Projector & Display Wall 16.23. Rest of South America Augmented Reality and Virtual Reality Market Forecast, by Vertical 16.23.1. Aerospace and Defense 16.23.2. Consumer Semiconductor Component 16.23.3. Commercial 16.23.4. Medical 16.23.5. Others 16.24. Rest of South America Augmented Reality and Virtual Reality Market Forecast, by Technology 16.24.1. Augmented Reality technology 16.24.1.1. Marker-Based 16.24.1.2. Marker less 16.24.2. Virtual Reality Technology 16.24.2.1. Non-Immersive 16.24.3. Semi-Immersive and Fully-Immersive 16.25. Rest of South America Augmented Reality and Virtual Reality Market Forecast, by Application 16.25.1. 3D Camera 16.25.2. Sensors 16.25.3. Semiconductor Component 16.25.4. Displays 16.25.5. Software Development Kits 16.25.6. Cloud-Based Services 16.25.7. Others 16.26. South America Augmented Reality and Virtual Reality Market Attractiveness Analysis 16.26.1. By Device Type 16.26.2. By Vertical 16.26.3. By Technology 16.26.4. By Application 16.27. PEST Analysis 16.28. Key Trends 16.29. Key Developments 17. Company Profiles 17.1. Market Share Analysis, by Company 17.2. Competition Matrix 17.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 17.2.2. New Product Launches and Product Enhancements 17.2.3. Market Consolidation 17.2.3.1. M&A by Regions, Investment and Applications 17.2.3.2. M&A Key Players, Forward Integration and Backward Integration 17.3. Company Profiles: Key Players 17.3.1. Microsoft Corporation. 17.3.1.1. Company Overview 17.3.1.2. Financial Overview 17.3.1.3. Product Portfolio 17.3.1.4. Business Strategy 17.3.1.5. Recent Developments 17.3.1.6. Manufacturing Footprint 17.3.2. EON Reality, Inc. 17.3.3. Cyberglove Systems LLC. 17.3.4. Qualcomm Inc. 17.3.5. Samsung Electronics Co., Ltd. 17.3.6. Oculus VR, LLC 17.3.7. Magic Leap, Inc. 17.3.8. Google Inc. 17.3.9. Vuzix Corporation 17.3.10. Infinity Augmented Reality Inc. 17.3.11. Sony 17.3.12. PTC 17.3.13. Microsoft 17.3.14. DAQRI 17.3.15. Zugara 17.3.16. Blippar 17.3.17. Osterhout Design Group 17.3.18. Upskill 17.3.19. Continental 17.3.20. Visteon 17.3.21. MAXST 17.3.22. Wikitude GmbH 17.3.23. Apple Inc 17.3.24. Facebook Inc. 17.3.25. HTC Corporation 17.3.26. Marxent Labs, LLC. 17.3.27. Seiko Epson 17.3.28. Lenovo 17.3.29. Leap Motion 17.3.30. Atheer 17.3.31. Sixense Enterprises 17.3.32. Nintendo 18. Primary Key Insights

About This Report

Report ID 704
Category Information Technology & Telecommunication
Published Date JUN 2020
Updated Date Aug 2022
Contact Us