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증강현실 및 가상현실 시장조사 보고서

조사회사 : MarketsandMarkets (마켓츠앤마켓츠)   출판년월 : 2023년10월

Augmented and Virtual Reality Market – Global Forecast to 2028

증강현실 및 가상현실 시장 : 기업(소규모, 중간 규모, 대규모), 기술(AR & VR), 제공 내용(하드웨어, 소프트웨어), 디바이스 유형(AR, VR 디바이스), 애플리케이션(AR 애플리케이션, VR 애플리케이션), 지역별 – 2028년까지의 세계 예측
Augmented & Virtual Reality Market by Enterprise (Small, Medium, Large), Technology ( AR and VR), Offering (Hardware, Software), Device Type (AR, VR Devices), Application (AR Application, VR Application) and Region – Global Forecast to 2028

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Report Overview

The augmented reality market is expected to reach USD 71.2 billion by 2028 from 25.1 billion in 2023, at a CAGR of 23.2% during the 2023- 2028 period. The virtual reality market is expected to reach USD 29.6 billion by 2028 from 12.9 billion in 2023, at a CAGR of 18.0% during the 2023- 2028 period.

증강현실 및 가상현실 시장조사 보고서

The retail and e-commerce sectors are witnessing a significant uptick in the adoption of Augmented Reality (AR) technology. This phenomenon can be attributed to a confluence of factors that are reshaping the way consumers engage with products and make purchasing decisions. One of the primary drivers behind the growing demand for AR in retail and e-commerce is the desire to provide customers with immersive and interactive shopping experiences. AR allows consumers to visualize products in their real-world environments before making a purchase, bridging the gap between online and in-store shopping experiences. This capability addresses a longstanding challenge of online shopping – the inability to physically interact with products. By superimposing virtual products onto the physical world, AR empowers consumers to assess factors such as size, color, and fit more accurately, leading to informed purchase choices and reduced product returns.
AR technology serves as a valuable tool for overcoming the limitations of physical retail spaces. Retailers can create virtual showrooms, allowing them to showcase a wider range of products than could be displayed in a brick-and-mortar store. This expands product offerings and enhances customer choices, contributing to an enriched shopping journey. Personalization also plays a crucial role in the adoption of AR in retail and e-commerce. AR applications can analyze customer preferences and provide tailored recommendations, leading to a more personalized shopping experience. This not only increases customer satisfaction but also drives sales by presenting customers with products that align with their individual tastes and needs.

The entertainment factor associated with AR is yet another driver. AR-enhanced shopping experiences are inherently engaging and shareable, creating a sense of excitement and novelty that draws in customers. Social media platforms amplify this effect, as users share their AR-powered shopping experiences, inadvertently promoting the brand and its products.
As AR technology continues to advance, its integration with retail and e-commerce is expected to become more seamless and sophisticated. This aligns with the overarching trend of enhancing customer convenience and engagement through technology. The growth in demand for AR within the retail and e-commerce sectors underscores the industry’s commitment to redefining the shopping experience and leveraging innovative tools to meet evolving consumer expectations.

증강현실 및 가상현실 시장조사 보고서 - ecosystem


“Hardwar segment of virtual reality market to have the highest CAGR in the forecast period from 2023-2028.”
Virtual Reality (VR) technology relies on a combination of hardware components to create immersive, computer-generated environments. These components work together to track the user’s movements, display 3D visuals, and provide a realistic sense of presence. The hardware segment of the virtual reality market is to grow at a CAGR of 19.1% in the forecast period from 2023-2028. Virtual Reality (VR) relies on a multifaceted hardware ecosystem: sensors like accelerometers, gyroscopes, and magnetometers track head movements and orientation; semiconductor components, including CPUs and GPUs, power the computational muscle behind rendering lifelike 3D graphics; displays, often OLED or LCD, provide stereoscopic visuals through VR headsets with lenses to enhance focus; projectors can expand VR into larger spaces; position trackers, such as external sensors or inside-out tracking cameras, pinpoint the headset’s location; and cameras, both external and front-facing on headsets, capture real-world elements or track hand and controller movements. This comprehensive hardware synergy enables immersive VR experiences by delivering accurate motion tracking, compelling visuals, and a heightened sense of presence in virtual environments.

증강현실 및 가상현실 시장조사 보고서 - region

“Asia Pacific to record highest CAGR in Virtual reality market during the forecast period.”
Asia Pacific, encompassing China, Japan, India, South Korea, and the rest of the region, is undergoing significant shifts in technology adoption and advancement as an emerging economy. The presence of numerous display panel manufacturers in Asia Pacific is driving the adoption of cutting-edge technologies in the region.
Key contributors to the growth of the AR & VR market in Asia Pacific include the consumer electronics, retail, BFSI, healthcare, transportation, and sports and entertainment industries. These sectors hold immense potential for AR & VR due to rising consumer awareness and the increasing integration of new technologies, particularly in countries like China, India, and South Korea. High growth rates are anticipated in the healthcare, commercial, and consumer segments within the AR & VR market in Asia Pacific. The influx of market players is expected to further stimulate market expansion, particularly in the thriving commercial and consumer sectors. The availability of affordable VR headsets in APAC countries is facilitating accelerated market growth in the region.
E-commerce is gaining substantial traction among retailers in Asia Pacific, with China emerging as the world’s largest e-commerce market. The robust demand for AR and VR devices and software from the commercial sector is anticipated to be a significant driver for the AR & VR market in Asia Pacific. Asia Pacific is a coveted market for manufacturers of cell phones, tablets, laptops, and televisions, with companies like Samsung and LG based in South Korea, and Sony, Sharp, and Panasonic headquartered in Japan. The region demonstrates the highest demand for consumer products such as smartphones, tablets, laptops, and TVs, propelled by the rapid growth of emerging economies like China and India, as well as positive growth trends in other Asia Pacific countries including Taiwan, Indonesia, Singapore, and Malaysia.
Beyond China, countries like Japan, South Korea, and India are proactively managing the pandemic with pre-emptive measures such as lockdowns and social distancing. Many Asia Pacific based companies have transitioned to remote work arrangements to mitigate the virus’s spread. Market players rooted in Asia Pacific are expected to thrive, driven by the increased utilization of head-mounted displays (HMDs) in the healthcare and enterprise sectors.


“Consumer Applications in augmented and virtual reality for region Europe is expected to have the highest market share in the forecast period.”
The consumer segment consists of gaming and sports & entertainment applications. The entertainment applications include museums (archaeology), theme parks, art galleries, and exhibitions. AR technology offers remarkable results in terms of visual effects when used in gaming and sports broadcasts. The gaming sector has been an early adopter of new technologies; the recent additions to the list are 3D technology and AR. These technologies can be used to enhance the gaming experience.
In some AR games, players can create virtual objects and characters, and link those to defined locations in the real world. The players can then easily interact with those digital objects in the real world.
Virtual reality (VR) technology finds its primary utility in consumer-centric applications, with gaming and entertainment taking the lead. It spans diverse gaming platforms including PC gaming, gaming consoles such as PlayStation and Xbox, online gaming, and mobile gaming on smartphones and tablets. In these gaming realms, VR plays a pivotal role in elevating the user’s gaming experience by immersing them in virtual worlds. To facilitate this immersion, a range of VR devices such as Head-Mounted Displays (HMDs), gesture control interfaces, and specialized controllers are readily available, empowering users to navigate and interact seamlessly within virtual environments. As the VR gaming market establishes itself, it is poised for rapid expansion, driven by increasing demand, the evolution of advanced VR hardware, and the declining costs associated with VR devices.
Beyond gaming, VR has seamlessly integrated into the entertainment sector, making appearances in films, television productions, musical experiences, artistic creations, literature, museums, galleries, and even theme parks. With a significant presence in cinematic history, VR has become familiar to audiences worldwide. Iconic films like TRON: Legacy, The Matrix, The Lawnmower Man, Disclosure, and Vanilla Sky have featured VR as a central theme, cementing its cultural presence. Today, companies like Oculus, New Deal Studio, and Jaunt are actively developing VR-based short films and immersive content, accessible through VR HMDs or specialized eyewear. Popular HMDs such as Samsung Gear VR, Oculus Rift, PlayStation VR, and HTC Vive have found their niche in diverse consumer applications, including virtual tours, museum experiences, and much more.


“Germany is expected to have the highest CAGR for virtual reality in the forecast period.”
Germany is expected to have the highest CAGR for the virtual reality market in the forecast period of 2023-2028. The consumer industry in Germany has been a pivotal driver of the nation’s economic growth through its trade activities. Furthermore, ongoing innovation efforts within the automotive sector are set to further stimulate the expansion of the AR & VR market in Germany. Notably, Germany earned its position as one of the world’s fastest-growing economies in 2017, strengthened by a combination of factors including increased government spending and austerity measures.
Germany’s economic resilience is fortified by various measures, including governmental spending and fiscal discipline. In a concerted effort to boost the communication industry, key entities such as the Federal Ministry of Education and Research, the Federal Ministry of Economic Affairs and Energy, and the European Commission have initiated programs that provide funding for diverse AR/VR projects and advancements, with a particular focus on industrial and healthcare equipment applications. Germany ranks among the leading countries, alongside the US and China, in researching AR/VR technology.


The presence of AR companies such as Ubimax GmbH and REFLEKT GmbH significantly contributes to the growth of the AR market in Germany. Ubimax, a prominent AR solution provider in Europe, plays a pivotal role in various industrial applications, including order picking, quality checks, and assembly lines, and has also been involved in meta-glasses development. Government-backed initiatives supporting AR projects have propelled the rapid growth of the German AR market.
In May 2023, Meta partnered with BMW to seamlessly integrate real-time IMU (Inertial Motion Sensors) data from a BMW vehicle’s sensor array into the tracking system of our Project Aria research eyewear. This integration of extra data enables the system to precisely determine the location of the glasses in relation to the car.
In February 2023, ENGAGE XR Holdings Plc, a virtual reality (VR) technology company and provider of virtual communications solutions in the metaverse, announced its partnership with Kia Germany to open the automaker’s first flagship dealership in the metaverse.
In November 2022, META announced a VR relaunch in Germany, next-gen XR power from Qualcomm. Qualcomm’s Snapdragon 8 Gen 2 could serve as a blueprint for new XR chips and provide a decent performance boost for future standalone headsets.
In February 2022, Harman International, Samsung Electronics’ subsidiary acquired Apostera, a German-based automotive technology company, to beef up the company’s capabilities in augmented reality and virtual reality software solutions for vehicles.

The break-up of the profile of primary participants in the augmented and virtual reality market-
• By Company Type: Tier 1 – 15%, Tier 2 – 50%, Tier 3 – 35%
• By Designation Type: C Level – 45%, Director Level – 35%, Others – 20%
• By Region Type: North America- 45%, Asia Pacific – 12%, Europe – 35%, RoW – 8%,

拡張現実&仮想現実市場 : 2028年までの世界予測 - region

The major players in the augmented and virtual reality market with a significant global presence include Google (US), Microsoft (US), Sony Group Corporation (Japan), META (US), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (US), MAXST Co., Ltd. (South Korea), Magic Leap, Inc. (US), Blippar Group Limited(UK), Atheer, Inc (US), Vuzix (US), CyberGlove Systems Inc. (US), Leap Motions (Ultraleap) (US), Penumbra, Inc. (US), Nintendo (Japan), PSICO SMART APPS, S.L. (Spain), Xiaomi (China), Panasonic Corporation (Japan), Scope AR (US), Continental AG (Germany), Virtually Live (Switzerland), SpaceVR Inc (US), Intel Corporation (US), 3D Cloud by Marxent (US), WayRay AG (Switzerland), Craftars (Romania), Talespin Reality Labs, Inc. (US), BidOn Games Studio (Ukraine), appentus technologies (India), ByteDance (China), and DPVR (China).

Research Coverage
The report segments the augmented and virtual reality market and forecasts its size based and region. The report also provides a comprehensive review of drivers, restraints, opportunities, and challenges influencing market growth. The report also covers qualitative aspects in addition to the quantitative aspects of the market.
Reasons to buy the report:
The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall augmented and virtual reality market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:
• Analysis of key drivers (Controlled environment agriculture (CEA) practices and the adoption of SSL technology receive robust backing from governments), restraints (High installation and setup cost), opportunities (Integration with sustainable architecture), and challenges (Limited regulations and standards) influencing the growth of the augmented and virtual reality market.
• Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product launches in the augmented and virtual reality market
• Market Development: Comprehensive information about lucrative markets – the report analyses the augmented and virtual reality market across varied regions.
• Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the augmented and virtual reality market
• Competitive Assessment: In-depth assessment of market shares, growth strategies, and product offerings of leading players like Sony Group Corporation, HTC Corporation, META, ByteDance, Google, and many more.

Table of Contents

1            INTRODUCTION            37

1.1         STUDY OBJECTIVES      37

1.2         MARKET DEFINITION   38

1.2.1      INCLUSIONS AND EXCLUSIONS 38

1.3         STUDY SCOPE  39

1.3.1      MARKETS COVERED     39

FIGURE 1           AUGMENTED REALITY: MARKET SEGMENTATION        39

FIGURE 2           VIRTUAL REALITY: MARKET SEGMENTATION  40

1.3.2      REGIONAL SCOPE         40

FIGURE 3           AUGMENTED REALITY AND VIRTUAL REALITY MARKET: REGIONAL SCOPE         40

1.3.3      YEARS CONSIDERED     41

1.4         CURRENCY CONSIDERED          41

1.5         UNITS CONSIDERED     41

1.6         LIMITATIONS   41

1.7         STAKEHOLDERS            41

1.8         SUMMARY OF CHANGES            42

1.8.1      RECESSION IMPACT      42

2            RESEARCH METHODOLOGY     43

2.1         RESEARCH DATA           43

FIGURE 4           AUGMENTED REALITY MARKET: RESEARCH DESIGN    43

FIGURE 5           VIRTUAL REALITY MARKET: RESEARCH DESIGN            44

2.1.1      SECONDARY DATA       44

2.1.1.1   Key data from secondary sources     45

2.1.1.2   Key secondary sources       45

2.1.2      PRIMARY DATA 45

2.1.2.1   Key data from primary sources         46

2.1.2.2   Key participants in primary interviews           46

2.1.2.3   Breakdown of primary interviews     47

2.1.2.4   Key industry insights          47

2.1.3      SECONDARY AND PRIMARY RESEARCH 48

2.2         MARKET SIZE ESTIMATION       48

FIGURE 6           MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY SIDE): REVENUE GENERATED BY KEY EQUIPMENT MANUFACTURERS IN AUGMENTED REALITY AND VIRTUAL REALITY MARKET       49

FIGURE 7           MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 2 (SUPPLY SIDE): ILLUSTRATION OF REVENUE ESTIMATION OF KEY MANUFACTURERS IN AUGMENTED REALITY AND VIRTUAL REALITY MARKET              50

FIGURE 8           MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 3 (DEMAND SIDE) —BOTTOM-UP ESTIMATION OF AUGMENTED REALITY MARKET BASED ON REGION     51

FIGURE 9           MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 3 (DEMAND SIDE) —BOTTOM-UP ESTIMATION OF VIRTUAL REALITY MARKET BASED ON REGION        51

2.2.1      BOTTOM-UP APPROACH           52

2.2.1.1   Approach to derive market size using bottom-up analysis           52

FIGURE 10         MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH       52

2.2.2      TOP-DOWN APPROACH             53

2.2.2.1   Approach to derive market size using top-down analysis            53

FIGURE 11         MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH       53

2.3         MARKET SHARE ESTIMATION   53

2.4         DATA TRIANGULATION             54

FIGURE 12         DATA TRIANGULATION             54

2.5         RISK ASSESSMENT         55

TABLE 1             RISK FACTOR ANALYSIS             55

2.6         RECESSION IMPACT      56

2.7         RESEARCH ASSUMPTIONS AND LIMITATIONS  56

2.7.1      ASSUMPTIONS 56

2.7.2      LIMITATIONS   57

3            EXECUTIVE SUMMARY 58

3.1         IMPACT OF RECESSION 59

FIGURE 13         AUGMENTED REALITY MARKET: IMPACT OF RECESSION              59

FIGURE 14         VIRTUAL REALITY MARKET: IMPACT OF RECESSION     60

FIGURE 15         SOFTWARE OFFERINGS TO ACCOUNT FOR LARGER SHARE OF AUGMENTED REALITY MARKET IN 2028             60

FIGURE 16         CONSUMER APPLICATIONS TO ACCOUNT FOR LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2028        61

FIGURE 17         HEAD-MOUNTED DISPLAYS TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2028  61

FIGURE 18         SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGIES TO DOMINATE VIRTUAL REALITY MARKET IN 2028              62

FIGURE 19         AUGMENTED REALITY MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING THE FORECAST PERIOD          63

4            PREMIUM INSIGHTS      64

4.1         ATTRACTIVE OPPORTUNITIES IN AUGMENTED REALITY MARKET              64

FIGURE 20         GROWING DEMAND FOR AUGMENTED REALITY IN HEALTHCARE AND ENTERPRISE APPLICATIONS TO DRIVE MARKET     64

4.2         ATTRACTIVE OPPORTUNITIES IN VIRTUAL REALITY MARKET  64

FIGURE 21         INCREASING USE OF VIRTUAL REALITY IN CONSUMER APPLICATIONS TO DRIVE MARKET       64

4.3         AUGMENTED REALITY MARKET, BY DEVICE TYPE         65

FIGURE 22         HEAD-MOUNTED DISPLAYS TO CAPTURE LARGER SHARE OF AUGMENTED REALITY MARKET IN 2028             65

4.4         AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT 65

FIGURE 23         DISPLAY & PROJECTORS TO WITNESS HIGHER CAGR IN AUGMENTED REALITY MARKET, BY HARDWARE COMPONENT IN 2028 65

4.5         AUGMENTED REALITY MARKET, BY REGION     66

FIGURE 24         CHINA TO RECORD HIGHEST CAGR IN AUGMENTED REALITY MARKET FROM 2023 TO 2028     66

4.6         VIRTUAL REALITY MARKET, BY OFFERING        66

FIGURE 25         SOFTWARE OFFERINGS TO ACCOUNT FOR LARGER SHARE OF VIRTUAL REALITY MARKET IN 2028       66

4.7         VIRTUAL REALITY MARKET, BY APPLICATION  67

FIGURE 26         CONSUMER APPLICATIONS TO ACCOUNT FOR LARGEST SHARE OF VIRTUAL REALITY MARKET IN 2028  67

4.8         VIRTUAL REALITY MARKET, BY HARDWARE COMPONENT        67

FIGURE 27         DISPLAY & PROJECTORS TO ACCOUNT FOR LARGEST VIRTUAL REALITY MARKET SHARE, BY HARDWARE COMPONENT IN 2028              67

4.9         VIRTUAL REALITY MARKET, BY REGION             68

FIGURE 28         CHINA TO EXHIBIT HIGHEST CAGR IN VIRTUAL REALITY MARKET DURING FORECAST PERIOD   68

5            MARKET OVERVIEW     69

5.1         INTRODUCTION            69

5.2         MARKET DYNAMICS: AUGMENTED REALITY MARKET  69

FIGURE 29         AUGMENTED REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES    69

5.2.1      DRIVERS            70

5.2.1.1   Increased use of AR devices in healthcare applications 70

5.2.1.2   High adoption of AR technology in retail and e-commerce applications   70

5.2.1.3   Amplifying capital investments to maximize AR technology potential      71

5.2.1.4   Remarkable adoption of AR technology in gaming and entertainment      72

5.2.1.5   Expanding AR developer ecosystem 72

FIGURE 30         AUGMENTED REALITY MARKET DRIVERS: IMPACT ANALYSIS              73

5.2.2      RESTRAINTS     73

5.2.2.1   Privacy and security concerns related to AR   73

5.2.2.2   Social isolation implications of excessive AR engagement           74

FIGURE 31         AUGMENTED REALITY MARKET RESTRAINTS: IMPACT ANALYSIS          74

5.2.3      OPPORTUNITIES           75

5.2.3.1   Increasing use of AR technology in architecture           75

5.2.3.2   Significant use of AR technology by travel and tourism companies to enhance customer engagement        75

5.2.3.3   Growing utilization of AR technology in advertising industry to create/improve brand awareness  75

FIGURE 32         AUGMENTED REALITY MARKET OPPORTUNITIES: IMPACT ANALYSIS          76

5.2.4      CHALLENGES   76

5.2.4.1   Latency in display and restricted field of vision            76

5.2.4.2   Delivering AR solutions coherent with diverse platforms having unique attributes              76

FIGURE 33         AUGMENTED REALITY MARKET CHALLENGES: IMPACT ANALYSIS          77

5.3         MARKET DYNAMICS: VIRTUAL REALITY MARKET          78

FIGURE 34         VIRTUAL REALITY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES    78

5.3.1      DRIVERS            78

5.3.1.1   Increased investments in virtual reality market             78

5.3.1.2   Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors   79

5.3.1.3   Availability of budget-friendly virtual reality equipment             80

5.3.1.4   Significant adoption of HMDs across various sectors   80

5.3.1.5   Growing trend of remote working    81

5.3.1.6   Emergence of virtual classrooms offering immersive and engaging learning experiences          81

FIGURE 35         VIRTUAL REALITY MARKET DRIVERS: IMPACT ANALYSIS              82

5.3.2      RESTRAINTS     83

5.3.2.1   Latency issues and high energy consumption 83

5.3.2.2   Trade restrictions between US and China      83

FIGURE 36         VIRTUAL REALITY MARKET RESTRAINTS: IMPACT ANALYSIS              84

5.3.3      OPPORTUNITIES           84

5.3.3.1   Emerging applications of VR in telemedicine 84

FIGURE 37         VIRTUAL REALITY MARKET OPPORTUNITIES: IMPACT ANALYSIS          85

5.3.4      CHALLENGES   85

5.3.4.1   Creating VR systems with user-friendly interface         85

5.3.4.2   Addressing technological hurdles to enable users to fully connect to virtual environment        86

FIGURE 38         VIRTUAL REALITY MARKET CHALLENGES: IMPACT ANALYSIS              86

5.4         SUPPLY CHAIN ANALYSIS          87

FIGURE 39         SUPPLY CHAIN ANALYSIS: AUGMENTED REALITY AND VIRTUAL REALITY MARKET      87

5.4.1      R&D ENGINEERS            87

5.4.2      PRODUCT MANUFACTURERS   87

5.4.3      SYSTEM INTEGRATORS 88

5.4.4      MARKETING AND SALES TEAMS             88

5.4.5      END-USER INDUSTRIES 88

5.5         TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS       88

FIGURE 40         TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS              89

5.6         ECOSYSTEM MAPPING 89

TABLE 2             AUGMENTED REALITY AND VIRTUAL REALITY MARKET: ECOSYSTEM MAPPING 89

FIGURE 41         KEY PLAYERS IN AUGMENTED REALITY AND VIRTUAL REALITY MARKET         90

5.7         TECHNOLOGY ANALYSIS           91

5.7.1      AR SMART GLASSES      91

5.7.2      AR-POWERED DISPLAYS            91

5.7.3      VR-BASED MICRODISPLAYS      91

5.7.4      MOBILE AR        92

5.7.5      AR/VR-BASED MONITORS          92

5.7.6      NEAR-EYE DISPLAYS     92

5.7.7      WEBAR 93

5.7.8      METAVERSE     93

5.8         PORTER’S FIVE FORCES ANALYSIS         94

FIGURE 42         AUGMENTED REALITY AND VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS         94

TABLE 3             PORTER’S FIVE FORCES ANALYSIS WITH THEIR IMPACT              94

5.8.1      INTENSITY OF COMPETITIVE RIVALRY 95

5.8.2      THREAT OF NEW ENTRANTS    95

5.8.3      THREAT OF SUBSTITUTES         95

5.8.4      BARGAINING POWER OF BUYERS           95

5.8.5      BARGAINING POWER OF SUPPLIERS     95

5.9         PRICING ANALYSIS        96

5.9.1      AVERAGE SELLING PRICE OF HARDWARE COMPONENTS OFFERED BY KEY PLAYERS   96

TABLE 4             AVERAGE SELLING PRICE TREND OF TOP THREE KEY PLAYERS (USD), 2023       96

5.9.2      AVERAGE SELLING PRICE TREND, BY DEVICE TYPE, 2019–2028  96

5.10       CASE STUDY ANALYSIS 97

5.10.1    IMPROVING TEACHING AND LEARNING EXPERIENCE BY IMPLEMENTING VR TECHNOLOGIES    97

TABLE 5             LENOVO’S VIRTUAL REALITY CLASSROOM SOLUTION REVOLUTIONIZES HIGHER EDUCATION            97

5.10.2    TRANSFORMING TRAVEL EXPERIENCES WITH AR AND VR TECHNOLOGIES            98

TABLE 6             META AND BMW’S COLLABORATIVE VISION AIMS TO ELEVATE IN-CAR EXPERIENCES BY SEAMLESSLY INTEGRATING AUGMENTED REALITY AND VIRTUAL REALITY           98

5.10.3    TRANSFORMING EDUCATION WITH XR FOUNDATIONS FOR EDUCATORS     98

TABLE 7             VERIZON AND XR TERRA COLLABORATION TO PROVIDE INNOVATIVE LEARNING EXPERIENCE TO EDUCATORS 98

5.11       PATENT ANALYSIS        99

5.11.1    DOCUMENT TYPE         99

TABLE 8             PATENTS FILED AND GRANTED            99

FIGURE 43         PATENTS APPLIED AND ISSUED FROM 2013 TO 2022      99

5.11.2    PUBLICATION TREND  100

FIGURE 44         NUMBER OF PATENTS PUBLISHED EACH YEAR FROM 2013 TO 2022      100

5.11.3    JURISDICTION ANALYSIS           100

FIGURE 45         JURISDICTION ANALYSIS, 2013–2022      100

5.11.4    TOP PATENT OWNERS 101

FIGURE 46         TOP 10 PATENT OWNERS FROM 2013 TO 2022   101

TABLE 9             TOP 20 PATENT OWNERS IN LAST 10 YEARS      101

5.12       TRADE DATA ANALYSIS             102

FIGURE 47         COUNTRY-WISE EXPORT DATA FOR PRODUCTS CLASSIFIED UNDER HS CODE 9004, 2018–2022            102

TABLE 10           EXPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2018–2022 (USD THOUSAND)            102

FIGURE 48         COUNTRY-WISE IMPORT DATA FOR PRODUCTS CLASSIFIED UNDER HS CODE 9004, 2018–2022            103

TABLE 11           IMPORT SCENARIO FOR HS CODE 9004-COMPLIANT PRODUCTS, BY COUNTRY, 2018–2022 (USD THOUSAND)            103

5.13       REGULATORY LANDSCAPE       104

5.13.1    STANDARD AND REGULATIONS RELATED TO AUGMENTED REALITY AND VIRTUAL REALITY MARKET           104

TABLE 12           AUGMENTED REALITY AND VIRTUAL REALITY MARKET: REGULATORY FRAMEWORK     104

5.14       REGIONAL REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS          105

TABLE 13           NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         105

TABLE 14           EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         106

TABLE 15           ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         107

TABLE 16           ROW: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS         108

5.15       KEY CONFERENCES AND EVENTS, 2023–2024     108

5.16       KEY STAKEHOLDERS AND BUYING CRITERIA    109

5.16.1    KEY STAKEHOLDERS IN BUYING PROCESS         109

FIGURE 49         INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR TOP-THREE APPLICATIONS      109

TABLE 17           INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS FOR APPLICATIONS (%)       109

5.16.2    KEY BUYING CRITERIA 110

TABLE 18           KEY BUYING CRITERIA FOR APPLICATIONS      110

6            AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY ENTERPRISE     111

6.1         INTRODUCTION            111

6.2         SMALL ENTERPRISES    111

6.3         MEDIUM-SIZED ENTERPRISES  112

6.4         LARGE ENTERPRISES    112

7            AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY TECHNOLOGY 114

7.1         INTRODUCTION            115

7.2         AUGMENTED REALITY TECHNOLOGY 115

TABLE 19           COMPARISON BETWEEN MARKER-BASED AND MARKERLESS AUGMENTED REALITY 115

7.2.1      MARKER-BASED AUGMENTED REALITY             116

7.2.1.1   Passive marker     116

7.2.1.1.1 High preference for passive markers to drive market    116

7.2.1.2   Active marker      117

7.2.1.2.1 Increased use of LED-powered active markers in object tracking applications to support market growth       117

7.2.2      MARKERLESS AUGMENTED REALITY    117

7.2.2.1   Model-based tracking        118

7.2.2.1.1 Advancements in model-based tracking through camera movements and light dynamics to drive market   118

7.2.2.2   Image processing-based tracking      118

7.2.2.2.1 Expanding landscape of image processing-based tracking with optical scanners and cameras to drive market            118

7.2.3      ANCHOR-BASED AUGMENTED REALITY            118

7.2.3.1   Rising adoption of anchor-based augmented reality to overlay virtual images in real world to boost segmental growth             118

7.3         VIRTUAL REALITY TECHNOLOGY          118

FIGURE 50         SEMI IMMERSIVE- AND FULLY IMMERSIVE TECHNOLOGIES TO LEAD VIRTUAL REALITY MARKET IN 2028          119

TABLE 20           VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2019–2022 (USD MILLION)          119

TABLE 21           VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2023–2028 (USD MILLION)          119

7.3.1      NON-IMMERSIVE TECHNOLOGY            120

7.3.1.1   Growing use of non-immersive technology in developing virtual reality software to drive market    120

7.3.2      SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGY          120

7.3.2.1   High level of immersion offered by fully immersive technology to boost demand              120

8            AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY OFFERING              121

8.1         INTRODUCTION            122

FIGURE 51         AUGMENTED REALITY MARKET FOR HARDWARE TO GROW AT HIGHER CAGR DURING FORECAST PERIOD 122

TABLE 22           AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION) 122

TABLE 23           AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION) 123

FIGURE 52         VIRTUAL REALITY MARKET FOR SOFTWARE TO REGISTER HIGHER MARKET SHARE            123

TABLE 24           VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          123

TABLE 25           VIRTUAL REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          123

8.2         HARDWARE      124

FIGURE 53         DISPLAY & PROJECTORS TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2028             124

TABLE 26           AUGMENTED REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION) 125

TABLE 27           AUGMENTED REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION) 125

FIGURE 54         DISPLAYS & PROJECTORS TO WITNESS HIGHEST CAGR IN VIRTUAL REALITY MARKET FROM 2023 TO 2028             126

TABLE 28           VIRTUAL REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)          126

TABLE 29           VIRTUAL REALITY MARKET, COMPONENT, 2023–2028 (USD MILLION)          127

8.2.1      SENSORS           127

8.2.1.1   Increased use of sensors to detect and capture motions, velocity, magnetic fields, and presence of objects to drive market          127

8.2.1.1.1 Accelerometers    127

8.2.1.1.2 Gyroscopes          128

8.2.1.1.3 Magnetometers   128

8.2.1.1.4 Proximity sensors 128

8.2.2      SEMICONDUCTOR COMPONENTS         129

8.2.2.1   Significant role of controllers in smartphones and tablets to increase demand for augmented reality and virtual reality devices  129

8.2.2.1.1 Controllers and processors 129

8.2.2.1.2 Integrated circuits              129

8.2.3      DISPLAYS & PROJECTORS          130

8.2.3.1   Displays & projectors to witness fastest growth rate during forecast period              130

8.2.4      POSITION TRACKERS   130

8.2.4.1   Precise and stable object placement offered by position trackers to boost demand              130

8.2.5      CAMERAS          130

8.2.5.1   Cameras to exhibit second-highest growth rate during forecast period     130

8.2.6      OTHERS             130

8.3         SOFTWARE       131

8.3.1      SDKS TO PLAY CRUCIAL ROLE IN AUGMENTED REALITY AND VIRTUAL REALITY SOFTWARE MARKET             131

8.3.1.1   Software development kits 131

8.3.1.2   Cloud-based services         132

FIGURE 55         CONSUMER APPLICATIONS TO CAPTURE LARGEST SHARE OF AUGMENTED REALITY MARKET FOR SOFTWARE IN 2028            132

TABLE 30           SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)           133

TABLE 31           SOFTWARE: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)           133

FIGURE 56         CONSUMER APPLICATIONS TO CAPTURE LARGEST SHARE OF VIRTUAL REALITY MARKET FOR SOFTWARE IN 2028      134

TABLE 32           SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)          134

TABLE 33           SOFTWARE: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)          134

8.3.2      AR SOFTWARE MARKET, BY FUNCTION 135

8.3.2.1   Surging adoption of AR software solutions in workflow optimization and remote collaboration applications to fuel segmental growth      135

8.3.2.1.1 Remote collaboration         135

8.3.2.1.2 Workflow optimization      135

8.3.2.1.3 Documentation   135

8.3.2.1.4 Visualization        136

8.3.2.1.5 3D modeling        136

8.3.2.1.6 Navigation           136

9            AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY DEVICE TYPE    137

9.1         INTRODUCTION            138

9.2         AUGMENTED REALITY DEVICES            138

FIGURE 57         AUGMENTED REALITY MARKET FOR HEAD- MOUNTED DISPLAY TO HAVE LARGER SHARE        138

TABLE 34           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION) 138

TABLE 35           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION) 138

TABLE 36           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2019–2022 (MILLION UNITS)          139

TABLE 37           AUGMENTED REALITY MARKET, BY DEVICE TYPE, 2023–2028 (MILLION UNITS)          139

9.2.1      HEAD-MOUNTED DISPLAYS      139

TABLE 38           HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)     140

TABLE 39           HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)     140

TABLE 40           HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)      141

TABLE 41           HEAD-MOUNTED DISPLAYS: AUGMENTED REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION)      141

9.2.1.1   Augmented reality smart glasses      141

9.2.1.1.1 Evolving landscape of augmented reality smart glasses to drive market     141

9.2.1.2   Smart helmets      142

9.2.1.2.1 Enhanced safety and real-time information provided by smart helmets to boost demand 142

9.2.2      HEAD-UP DISPLAYS      142

9.2.2.1   Need to improve aviation and automotive navigation to drive market       142

TABLE 42           HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)           142

TABLE 43           HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)           142

TABLE 44           HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)           143

TABLE 45           HEAD-UP DISPLAYS: AUGMENTED REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION)           143

9.3         VIRTUAL REALITY DEVICES      144

FIGURE 58         VIRTUAL REALITY MARKET FOR GESTURE-TRACKING DEVICES TO GROW AT HIGHEST CAGR BETWEEN 2023 AND 2028           144

TABLE 46           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2019–2022 (USD MILLION)          144

TABLE 47           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2023–2028 (USD MILLION)          144

TABLE 48           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2019–2022 (MILLION UNITS)          145

TABLE 49           VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2023–2028 (MILLION UNITS)          145

9.3.1      HEAD-MOUNTED DISPLAYS      145

9.3.1.1   Increasing adoption of head-mounted display-based devices in gaming and entertainment applications to drive market    145

TABLE 50           VIRTUAL REALITY HEAD-MOUNTED DISPLAYS MARKET, BY APPLICATION, 2019–2022 (USD MILLION)           146

TABLE 51           HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY, BY APPLICATION, 2023–2028 (USD MILLION)           146

TABLE 52           HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)           146

TABLE 53           HEAD-MOUNTED DISPLAYS: VIRTUAL REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION)           147

9.3.2      GESTURE-TRACKING DEVICES 147

9.3.2.1   Rising use of gesture-tracking devices in gaming sector to fuel market growth              147

9.3.2.1.1 Data gloves          147

9.3.2.1.2 Others   148

TABLE 54           GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)     148

TABLE 55           GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)     148

TABLE 56           GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)      149

TABLE 57           GESTURE-TRACKING DEVICES: VIRTUAL REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION)      149

9.3.3      PROJECTORS & DISPLAY WALLS             149

9.3.3.1   Users’ requirement to interact with virtual environments and large-scale visualizations to boost demand         149

TABLE 58           PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)     150

TABLE 59           PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)     150

TABLE 60           PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY COMPONENT, 2019–2022 (USD MILLION)      151

TABLE 61           PROJECTORS & DISPLAY WALLS: VIRTUAL REALITY MARKET, BY COMPONENT, 2023–2028 (USD MILLION)      151

10          AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY APPLICATION  152

10.1       INTRODUCTION            153

10.2       APPLICATIONS OF AUGMENTED REALITY         153

FIGURE 59         CONSUMER APPLICATIONS TO HOLD LARGEST SHARE OF AUGMENTED REALITY MARKET IN 2028             153

TABLE 62           AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 153

TABLE 63           AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 154

10.2.1    CONSUMER       154

10.2.1.1 Increase use of AR and VR technologies in consumer applications to drive market              154

TABLE 64           CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING 2019–2022 (USD MILLION)          154

TABLE 65           CONSUMER: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          155

TABLE 66           CONSUMER: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          155

TABLE 67           CONSUMER: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          155

10.2.1.2 Gaming 155

10.2.1.3 Sports & entertainment      156

10.2.1.3.1            Entertainment applications 156

10.2.1.3.1.1         Museums (archaeology)    156

10.2.1.3.1.2         Theme parks        156

10.2.1.3.1.3         Art galleries and exhibitions             156

TABLE 68           USE CASES OF AUGMENTED REALITY IN CONSUMER APPLICATIONS 157

10.2.2    COMMERCIAL  157

TABLE 69           COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          157

TABLE 70           COMMERCIAL: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          157

TABLE 71           COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          158

TABLE 72           COMMERCIAL: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          158

10.2.2.1 Retail & e-commerce         158

10.2.2.1.1            Jewelry  159

10.2.2.1.1.1         Immersive jewelry buying experience using AR technology to drive market   159

10.2.2.1.2            Beauty and cosmetics         159

10.2.2.1.2.1         Transformation of beauty and cosmetics industry with AR to support market growth     159

10.2.2.1.3            Apparel fitting     159

10.2.2.1.3.1         Virtual fitting rooms to shape future of retail 159

10.2.2.1.4            Grocery shopping 159

10.2.2.1.4.1         Rising use of AR technology to promote new products and increase sales to fuel segmental growth    159

10.2.2.1.5            Footwear             160

10.2.2.1.5.1         Rising focus of footwear manufacturers on offering dynamic and engaging experience to customers to foster market growth         160

10.2.2.1.6            Furniture & lighting design 160

10.2.2.1.6.1         Growing demand for sustainable and environmentally responsible designs to drive market      160

10.2.2.2 Travel & tourism  160

10.2.2.2.1            Initiatives by travel companies to plan immersive and enjoyable journeys for travelers to boost demand for AR technology          160

10.2.2.3 E-learning           161

10.2.2.3.1            Increasing focus of educational institutions to provide learners with interactive and real-world experiences to create need for AR      161

TABLE 73           USE CASES OF AUGMENTED REALITY IN COMMERCIAL APPLICATIONS 161

10.2.3    ENTERPRISE (MANUFACTURING)          162

10.2.3.1 Potential of AR to significantly enhance productivity and improve operational efficiency to boost its demand in enterprise applications            162

TABLE 74           ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          162

TABLE 75           ENTERPRISE: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          162

TABLE 76           ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          162

TABLE 77           ENTERPRISE: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          163

TABLE 78           USE CASES OF AUGMENTED REALITY IN ENTERPRISE APPLICATIONS 163

10.2.4    HEALTHCARE  164

TABLE 79           HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          164

TABLE 80           HEALTHCARE: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          164

TABLE 81           HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          164

TABLE 82           HEALTHCARE: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          165

10.2.4.1 Surgery  165

10.2.4.1.1            Growing adoption of AR in surgery to enhance precision and reduce errors to boost demand      165

10.2.4.2 Fitness management          165

10.2.4.2.1            Increasing use of AR to enhance workout experiences and improve overall health and well-being to drive market 165

10.2.4.3 Patient care management  166

10.2.4.3.1            Rising focus of healthcare professionals on improving healthcare delivery and patient outcomes to support market growth           166

10.2.4.4 Pharmacy management     166

10.2.4.4.1            Need for real-time information on stock levels, expiration dates, and order history to boost demand for AR            166

10.2.4.5 Medical training and education        166

10.2.4.5.1            Need to train healthcare professionals to provide quality care to create requirement for AR technology        166

10.2.4.6 Others   166

TABLE 83           USE CASES OF AUGMENTED REALITY IN HEALTHCARE APPLICATIONS 167

10.2.5    AEROSPACE & DEFENSE             167

10.2.5.1 Increasing adoption of AR for quick aircraft identification of defects, damage, or wear to drive market          167

TABLE 84           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)   168

TABLE 85           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)   168

TABLE 86           AEROSPACE & DEFENSE: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)       168

TABLE 87           AEROSPACE & DEFENSE: AUGMENTED REALITY, BY REGION, 2023–2028 (USD MILLION)          168

TABLE 88           USE CASES OF AUGMENTED REALITY IN AEROSPACE & DEFENSE APPLICATIONS           169

10.2.6    ENERGY             169

10.2.6.1 Rising focus on avoiding accidents and ensuring compliance with safety regulations to boost demand for AR in energy sector    169

TABLE 89           ENERGY: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)     170

TABLE 90           ENERGY: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)     170

TABLE 91           ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)     170

TABLE 92           ENERGY: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)     171

TABLE 93           USE CASES OF AUGMENTED REALITY IN ENERGY APPLICATIONS 171

10.2.7    AUTOMOTIVE  172

10.2.7.1 High emphasis of automobile companies on developing smarter and more user-friendly vehicles to fuel demand for AR          172

TABLE 94          AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          172

TABLE 95          AUTOMOTIVE: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          172

TABLE 96           AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          173

TABLE 97           AUTOMOTIVE: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          173

TABLE 98           USE CASES OF AUGMENTED REALITY IN AUTOMOTIVE APPLICATIONS 173

10.2.8    OTHER APPLICATIONS 174

TABLE 99           OTHER APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)   174

TABLE 100         OTHER APPLICATIONS: AUGMENTED REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)   174

TABLE 101         OTHER APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)       174

TABLE 102         OTHER APPLICATIONS: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)       175

10.2.8.1 Agriculture          175

10.2.8.2 Construction        175

10.2.8.3 Transportation & logistics  176

10.2.8.4 Public safety        176

10.2.8.5 Telecom/IT data centers   176

TABLE 103         USE CASES OF AUGMENTED REALITY IN OTHER APPLICATIONS 176

10.3       VIRTUAL REALITY APPLICATIONS         178

FIGURE 60         VIRTUAL REALITY MARKET FOR HEALTHCARE APPLICATIONS TO GROW AT HIGHEST CAGR BETWEEN 2023 AND 2028 178

TABLE 104         VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)          178

TABLE 105         VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)          179

10.3.1    CONSUMER       179

10.3.1.1 Entertainment, education, travel, and healthcare sectors to contribute to market growth   179

TABLE 106         CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)     180

TABLE 107         CONSUMER: VIRTUAL REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)     180

TABLE 108         CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)     180

TABLE 109         CONSUMER: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)     181

10.3.1.1.1            Gaming & entertainment   181

10.3.1.1.2            Sports    181

10.3.1.2 Use cases of virtual reality in consumer applications    182

10.3.2    COMMERCIAL  182

10.3.2.1 Retail and e-commerce sectors to witness high adoption of virtual reality technology for commercial applications         182

TABLE 110         COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          183

TABLE 111         COMMERCIAL: VIRTUAL REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          183

TABLE 112         COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)     183

TABLE 113         COMMERCIAL: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)     183

10.3.2.1.1            Retail & e-commerce         184

10.3.2.1.2            Education & training          184

10.3.2.1.3            Travel & tourism  184

10.3.2.1.4            Advertising          185

10.3.2.2 Use cases of virtual reality in commercial applications 185

10.3.3    ENTERPRISE (MANUFACTURING)          186

10.3.3.1 Gowing utilization of virtual reality in training and simulation applications to stimulate segmental growth             186

TABLE 114         ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)     186

TABLE 115         ENTERPRISE: VIRTUAL REALITY MARKET, BY OFFERING,2023–2028 (USD MILLION)     186

TABLE 116         ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)     186

TABLE 117         ENTERPRISE: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)     187

10.3.3.2 Use cases of virtual reality in enterprise (manufacturing) applications     187

10.3.4    HEALTHCARE  187

10.3.4.1 Increasing adoption of virtual reality to enhance surgical planning, training, and skill development to accelerate market growth             187

TABLE 118         HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)          188

TABLE 119         HEALTHCARE: VIRTUAL REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)          188

TABLE 120         HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)     189

TABLE 121         HEALTHCARE: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)     189

10.3.4.1.1            Surgery  189

10.3.4.1.2            Patient care management  189

10.3.4.1.3            Fitness management          189

10.3.4.1.4            Pharmacy management     190

10.3.4.1.5            Medical training and education        190

10.3.4.2 Use cases of virtual reality in healthcare applications   190

10.3.5    AEROSPACE & DEFENSE             190

10.3.5.1 Increasing use of VR in cockpit design and testing and virtual combat training to support market growth       190

TABLE 122         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)   191

TABLE 123         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)   191

TABLE 124         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)       192

TABLE 125         AEROSPACE & DEFENSE: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)       192

10.3.5.2 Use cases of virtual reality in aerospace & defense applications  192

10.3.6    OTHER APPLICATIONS 192

TABLE 126         OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2019–2022 (USD MILLION)   193

TABLE 127         OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY OFFERING, 2023–2028 (USD MILLION)   193

TABLE 128         OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)       193

TABLE 129         OTHER APPLICATIONS: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)       193

10.3.6.1 Automotive         194

10.3.6.2 Real estate (architecture and building design)              194

10.3.6.3 Geospatial mining              194

10.3.6.4 Use cases of virtual reality in other applications           194

11          AUGMENTED REALITY AND VIRTUAL REALITY MARKET, BY REGION              195

11.1       INTRODUCTION            196

FIGURE 61         ASIA PACIFIC TO RECORD HIGHEST CAGR IN AUGMENTED REALITY MARKET DURING 2023–2028    196

TABLE 130         AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          196

TABLE 131         AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          197

TABLE 132         VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          198

TABLE 133         VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          198

11.2       NORTH AMERICA          199

FIGURE 63         NORTH AMERICA: AUGMENTED REALITY MARKET SNAPSHOT              200

TABLE 134         NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)           201

TABLE 135         NORTH AMERICA: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)           201

TABLE 136         NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)    202

TABLE 137         NORTH AMERICA: AUGMENTED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)    202

FIGURE 64         NORTH AMERICA: VIRTUAL REALITY MARKET SNAPSHOT              203

TABLE 138         NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)           203

TABLE 139         NORTH AMERICA: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)           204

TABLE 140         NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)          204

TABLE 141         NORTH AMERICA: VIRTUAL REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)          204

11.2.1    US         204

11.2.1.1 Presence of leading tech giants to contribute to market growth  204

11.2.2    CANADA            206

11.2.2.1 Thriving tech industry to propel market         206

11.2.3    MEXICO             206

11.2.3.1 Advancing commercial & consumer sectors to stimulate market expansion              206

11.2.4    RECESSION IMPACT ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN NORTH AMERICA 207

11.3       EUROPE             207

FIGURE 65         EUROPE: AUGMENTED REALITY MARKET SNAPSHOT   208

TABLE 142         EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)          209

TABLE 143         EUROPE: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)          209

TABLE 144         EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)     209

TABLE 145         EUROPE: AUGMENTED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)     210

FIGURE 66         EUROPE: VIRTUAL REALITY MARKET SNAPSHOT           210

TABLE 146         EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)     211

TABLE 147         EUROPE: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)     211

TABLE 148         EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION) 211

TABLE 149         EUROPE: VIRTUAL REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION) 212

11.3.1    GERMANY         212

11.3.1.1 Widespread adoption of emerging technologies in manufacturing sector to drive market   212

11.3.2    FRANCE             213

11.3.2.1 High adoption of augmented reality and virtual reality in retail to boost market              213

11.3.3    UK         213

11.3.3.1 Rapid adoption of digital technologies to boost demand for AR and VR technologies        213

11.3.4    REST OF EUROPE           214

11.3.5    RECESSION IMPACT ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN EUROPE   214

11.4       ASIA PACIFIC    215

FIGURE 67         ASIA PACIFIC: AUGMENTED REALITY MARKET SNAPSHOT              216

TABLE 150         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)           217

TABLE 151         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)           217

TABLE 152         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)          218

TABLE 153         ASIA PACIFIC: AUGMENTED REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)          218

FIGURE 68         ASIA PACIFIC: VIRTUAL REALITY MARKET SNAPSHOT  219

TABLE 154         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)          220

TABLE 155         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)          220

TABLE 156         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2019–2022 (USD MILLION)     220

TABLE 157         ASIA PACIFIC: VIRTUAL REALITY MARKET, BY COUNTRY, 2023–2028 (USD MILLION)     221

11.4.1    CHINA  221

11.4.1.1 Substantial presence of domestic manufacturers producing augmented reality and virtual reality devices to propel market expansion        221

11.4.2    INDIA   222

11.4.2.1 Heightened awareness of cutting-edge technology to be pivotal in driving market expansion            222

11.4.3    JAPAN  223

11.4.3.1 Rapid expansion of the healthcare sector to drive market           223

11.4.4    SOUTH KOREA 224

11.4.4.1 Digital transformation within industrial sector to stimulate market growth              224

11.4.5    REST OF ASIA PACIFIC  224

11.4.6    RECESSION IMPACT ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN ASIA PACIFIC        224

11.5       REST OF THE WORLD (ROW)    225

FIGURE 69         ROW: AUGMENTED REALITY MARKET, BY REGION        225

TABLE 158         ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION)     226

TABLE 159         ROW: AUGMENTED REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION)     226

TABLE 160         ROW: AUGMENTED REALITY MARKET, BY REGION, 2019–2022 (USD MILLION) 226

TABLE 161         ROW: AUGMENTED REALITY MARKET, BY REGION, 2023–2028 (USD MILLION) 227

FIGURE 70         ROW: VIRTUAL REALITY MARKET, BY REGION  227

TABLE 162         ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2019–2022 (USD MILLION) 227

TABLE 163         ROW: VIRTUAL REALITY MARKET, BY APPLICATION, 2023–2028 (USD MILLION) 228

TABLE 164         ROW: VIRTUAL REALITY MARKET, BY REGION, 2019–2022 (USD MILLION)          228

TABLE 165         ROW: VIRTUAL REALITY MARKET, BY REGION, 2023–2028 (USD MILLION)          228

11.5.1    MIDDLE EAST & AFRICA             228

11.5.1.1 Middle East & Africa to provide lucrative opportunities for AR and VR technology providers             228

11.5.2    SOUTH AMERICA           229

11.5.2.1 Expanding consumer market in South America to poise potential growth in region              229

11.5.3    RECESSION IMPACT ON AUGMENTED REALITY AND VIRTUAL REALITY MARKET IN ROW REGION        229

12          COMPETITIVE LANDSCAPE       230

12.1       OVERVIEW        230

FIGURE 71         KEY STRATEGIES UNDERTAKEN BY LEADING PLAYERS IN AUGMENTED REALITY AND VIRTUAL REALITY MARKET FROM 2021 TO 2023              230

12.2       MARKET SHARE AND RANKING ANALYSIS         231

TABLE 166         AUGMENTED REALITY AND VIRTUAL REALITY MARKET: DEGREE OF COMPETITION       231

FIGURE 72         MARKET SHARE OF TOP FIVE PLAYERS OFFERING AUGMENTED REALITY AND VIRTUAL REALITY TECHNOLOGIES            232

12.3       FIVE-YEAR COMPANY REVENUE ANALYSIS        234

FIGURE 73         FIVE-YEAR REVENUE ANALYSIS OF KEY COMPANIES     234

12.4       COMPANY EVALUATION MATRIX, 2022 235

FIGURE 74         AUGMENTED REALITY & VIRTUAL REALITY MARKET (GLOBAL): COMPANY EVALUATION MATRIX, 2022        235

12.4.1    STARS  235

12.4.2    EMERGING LEADERS    235

12.4.3    PERVASIVE PLAYERS     236

12.4.4    PARTICIPANTS 236

12.4.5    COMPANY FOOTPRINT 236

TABLE 167         COMPANY FOOTPRINT 236

TABLE 168         APPLICATION FOOTPRINT       237

TABLE 169         REGION FOOTPRINT    238

12.5       STARTUP/SME EVALUATION MATRIX, 2022       239

FIGURE 75         AUGMENTED REALITY & VIRTUAL REALITY (GLOBAL): STARTUP/SME EVALUATION MATRIX, 2022       239

12.5.1    PROGRESSIVE COMPANIES       239

12.5.2    RESPONSIVE COMPANIES          240

12.5.3    DYNAMIC COMPANIES 240

12.5.4    STARTING BLOCKS       240

12.5.5    COMPETITIVE BENCHMARKING            240

TABLE 170         AUGMENTED REALITY AND VIRTUAL REALITY MARKET: DETAILED LIST OF KEY STARTUPS/SMES           240

TABLE 171         AUGMENTED REALITY AND VIRTUAL REALITY MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUP/SMES           241

12.6       COMPETITIVE SCENARIO          242

12.6.1    PRODUCT LAUNCHES, 2022–2023           242

12.6.2    DEALS, 2022–2023           245

TABLE 172         DEALS, 2022–2023           245

13          COMPANY PROFILES    249

(Business Overview, Products/Solutions/Services Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats))*

13.1       INTRODUCTION            249

13.2       KEY PLAYERS   249

13.2.1    GOOGLE           249

TABLE 173         GOOGLE: COMPANY OVERVIEW            250

FIGURE 76         GOOGLE: COMPANY SNAPSHOT            250

TABLE 174         GOOGLE: PRODUCTS/SOLUTIONS/SERVICES OFFERED              251

TABLE 175         GOOGLE: PRODUCT LAUNCHES/DEVELOPMENTS        253

TABLE 176         GOOGLE: DEALS            255

13.2.2    MICROSOFT      257

TABLE 177         MICROSOFT: COMPANY OVERVIEW      257

FIGURE 77         MICROSOFT: COMPANY SNAPSHOT      258

TABLE 178         MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED              258

TABLE 179         MICROSOFT: PRODUCT LAUNCHES/DEVELOPMENTS  259

TABLE 180         MICROSOFT: DEALS      260

13.2.3    SONY GROUP CORPORATION   263

TABLE 181         SONY GROUP CORPORATION: COMPANY OVERVIEW   263

FIGURE 78         SONY GROUP CORPORATION: COMPANY SNAPSHOT   264

TABLE 182         SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED   265

TABLE 183         SONY GROUP CORPORATION: PRODUCT LAUNCHES/DEVELOPMENT     266

TABLE 184         SONY GROUP CORPORATION: DEALS   267

13.2.4    META   268

TABLE 185         META: COMPANY OVERVIEW    268

FIGURE 79         META: COMPANY SNAPSHOT   269

TABLE 186         META: PRODUCTS/SOLUTIONS/SERVICES OFFERED     269

TABLE 187         META: PRODUCT LAUNCHES/DEVELOPMENTS 270

TABLE 188         META: DEALS   271

13.2.5    SAMSUNG         273

TABLE 189         SAMSUNG: COMPANY OVERVIEW          273

FIGURE 80         SAMSUNG: COMPANY SNAPSHOT          274

TABLE 190         SAMSUNG: PRODUCTS/SOLUTIONS/SERVICES OFFERED              275

TABLE 191         SAMSUNG: PRODUCT LAUNCHES/DEVELOPMENTS      276

TABLE 192         SAMSUNG: DEALS         276

13.2.6    HTC CORPORATION     278

TABLE 193         HTC CORPORATION: COMPANY OVERVIEW      278

FIGURE 81         HTC CORPORATION: COMPANY SNAPSHOT     279

TABLE 194         HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED          279

TABLE 195         HTC CORPORATION: PRODUCT LAUNCHES/DEVELOPMENTS              281

TABLE 196         HTC CORPORATION: DEALS     282

13.2.7    APPLE INC.        283

TABLE 197         APPLE INC.: COMPANY OVERVIEW        283

FIGURE 82         APPLE INC.: COMPANY SNAPSHOT        284

TABLE 198         APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED              284

TABLE 199         APPLE INC.: PRODUCT LAUNCHES/DEVELOPMENTS    285

TABLE 200         APPLE INC.: DEALS        286

13.2.8    PTC INC.            287

TABLE 201         PTC INC.: COMPANY OVERVIEW            287

FIGURE 83         PTC INC.: COMPANY SNAPSHOT            288

TABLE 202         PTC INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED              288

TABLE 203         PTC INC.: PRODUCT LAUNCHES/DEVELOPMENTS        289

TABLE 204         PTC INC.: DEALS            290

13.2.9    SEIKO EPSON CORPORATION   292

TABLE 205         SEIKO EPSON CORPORATION: COMPANY OVERVIEW   292

FIGURE 84         SEIKO EPSON CORPORATION: COMPANY SNAPSHOT   293

TABLE 206         SEIKO EPSON CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED   293

TABLE 207         SEIKO EPSON CORPORATION: PRODUCT LAUNCHES/DEVELOPMENTS   294

TABLE 208         SEIKO EPSON CORPORATION: DEALS   294

13.2.10  LENOVO            295

TABLE 209         LENOVO: COMPANY OVERVIEW            295

FIGURE 85         LENOVO: COMPANY SNAPSHOT            296

TABLE 210         LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 297

TABLE 211         LENOVO: PRODUCT LAUNCHES/DEVELOPMENTS        298

TABLE 212         LENOVO: DEALS            299

13.3       OTHER PLAYERS           300

13.3.1    WIKITUDE, A QUALCOMM COMPANY   300

13.3.2    EON REALITY   301

13.3.3    MAXST CO., LTD.           302

13.3.4    MAGIC LEAP, INC.          303

13.3.5    BLIPPAR GROUP LIMITED         303

13.3.6    ATHEER, INC    304

13.3.7    VUZIX   305

13.3.8    CYBERGLOVE SYSTEMS INC.     306

13.3.9    LEAP MOTIONS (ULTRALEAP)  307

13.3.10  PENUMBRA, INC.            308

13.3.11  NINTENDO       309

13.3.12  PSICO SMART APPS, S.L.             309

13.3.13  XIAOMI 310

13.3.14  PANASONIC CORPORATION     310

13.3.15  SCOPE AR          311

13.3.16  CONTINENTAL AG        312

13.3.17  VIRTUALLY LIVE           313

13.3.18  SPACEVR INC    314

13.3.19  INTEL CORPORATION  315

13.3.20  3D CLOUD BY MARXENT            316

13.3.21  WAYRAY AG      316

13.3.22  CRAFTARS         317

13.3.23  TALESPIN REALITY LABS, INC.  317

13.3.24  BIDON GAMES STUDIO 318

13.3.25  APPENTUS TECHNOLOGIES     318

13.3.26  BYTEDANCE     319

13.3.27  DPVR    320

*Details on Business Overview, Products/Solutions/Services Offered, Recent Developments, and MnM View (Key strengths/Right to Win, Strategic Choices Made, and Weaknesses and Competitive Threats) might not be captured in case of unlisted companies.

14          APPENDIX         321

14.1       INSIGHTS FROM INDUSTRY EXPERTS   321

14.2       DISCUSSION GUIDE      322

14.3       KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL             326

14.4       CUSTOMIZATION OPTIONS      328

14.5       RELATED REPORTS       328

14.6       AUTHOR DETAILS         329


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